2 Copyright (C) 1996-1997 Id Software, Inc.
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
13 See the GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
23 #include "cl_dyntexture.h"
30 #include "dpsoftrast.h"
34 extern LPDIRECT3DDEVICE9 vid_d3d9dev;
37 mempool_t *r_main_mempool;
38 rtexturepool_t *r_main_texturepool;
40 static int r_textureframe = 0; ///< used only by R_GetCurrentTexture
42 static qboolean r_loadnormalmap;
43 static qboolean r_loadgloss;
45 static qboolean r_loaddds;
46 static qboolean r_savedds;
53 cvar_t r_motionblur = {CVAR_SAVE, "r_motionblur", "0", "screen motionblur - value represents intensity, somewhere around 0.5 recommended - NOTE: bad performance on multi-gpu!"};
54 cvar_t r_damageblur = {CVAR_SAVE, "r_damageblur", "0", "screen motionblur based on damage - value represents intensity, somewhere around 0.5 recommended - NOTE: bad performance on multi-gpu!"};
55 cvar_t r_motionblur_averaging = {CVAR_SAVE, "r_motionblur_averaging", "0.1", "sliding average reaction time for velocity (higher = slower adaption to change)"};
56 cvar_t r_motionblur_randomize = {CVAR_SAVE, "r_motionblur_randomize", "0.1", "randomizing coefficient to workaround ghosting"};
57 cvar_t r_motionblur_minblur = {CVAR_SAVE, "r_motionblur_minblur", "0.5", "factor of blur to apply at all times (always have this amount of blur no matter what the other factors are)"};
58 cvar_t r_motionblur_maxblur = {CVAR_SAVE, "r_motionblur_maxblur", "0.9", "maxmimum amount of blur"};
59 cvar_t r_motionblur_velocityfactor = {CVAR_SAVE, "r_motionblur_velocityfactor", "1", "factoring in of player velocity to the blur equation - the faster the player moves around the map, the more blur they get"};
60 cvar_t r_motionblur_velocityfactor_minspeed = {CVAR_SAVE, "r_motionblur_velocityfactor_minspeed", "400", "lower value of velocity when it starts to factor into blur equation"};
61 cvar_t r_motionblur_velocityfactor_maxspeed = {CVAR_SAVE, "r_motionblur_velocityfactor_maxspeed", "800", "upper value of velocity when it reaches the peak factor into blur equation"};
62 cvar_t r_motionblur_mousefactor = {CVAR_SAVE, "r_motionblur_mousefactor", "2", "factoring in of mouse acceleration to the blur equation - the faster the player turns their mouse, the more blur they get"};
63 cvar_t r_motionblur_mousefactor_minspeed = {CVAR_SAVE, "r_motionblur_mousefactor_minspeed", "0", "lower value of mouse acceleration when it starts to factor into blur equation"};
64 cvar_t r_motionblur_mousefactor_maxspeed = {CVAR_SAVE, "r_motionblur_mousefactor_maxspeed", "50", "upper value of mouse acceleration when it reaches the peak factor into blur equation"};
66 // TODO do we want a r_equalize_entities cvar that works on all ents, or would that be a cheat?
67 cvar_t r_equalize_entities_fullbright = {CVAR_SAVE, "r_equalize_entities_fullbright", "0", "render fullbright entities by equalizing their lightness, not by not rendering light"};
68 cvar_t r_equalize_entities_minambient = {CVAR_SAVE, "r_equalize_entities_minambient", "0.5", "light equalizing: ensure at least this ambient/diffuse ratio"};
69 cvar_t r_equalize_entities_by = {CVAR_SAVE, "r_equalize_entities_by", "0.7", "light equalizing: exponent of dynamics compression (0 = no compression, 1 = full compression)"};
70 cvar_t r_equalize_entities_to = {CVAR_SAVE, "r_equalize_entities_to", "0.8", "light equalizing: target light level"};
72 cvar_t r_depthfirst = {CVAR_SAVE, "r_depthfirst", "0", "renders a depth-only version of the scene before normal rendering begins to eliminate overdraw, values: 0 = off, 1 = world depth, 2 = world and model depth"};
73 cvar_t r_useinfinitefarclip = {CVAR_SAVE, "r_useinfinitefarclip", "1", "enables use of a special kind of projection matrix that has an extremely large farclip"};
74 cvar_t r_farclip_base = {0, "r_farclip_base", "65536", "farclip (furthest visible distance) for rendering when r_useinfinitefarclip is 0"};
75 cvar_t r_farclip_world = {0, "r_farclip_world", "2", "adds map size to farclip multiplied by this value"};
76 cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
77 cvar_t r_deformvertexes = {0, "r_deformvertexes", "1", "allows use of deformvertexes in shader files (can be turned off to check performance impact)"};
78 cvar_t r_transparent = {0, "r_transparent", "1", "allows use of transparent surfaces (can be turned off to check performance impact)"};
79 cvar_t r_transparent_alphatocoverage = {0, "r_transparent_alphatocoverage", "1", "enables GL_ALPHA_TO_COVERAGE antialiasing technique on alphablend and alphatest surfaces when using vid_samples 2 or higher"};
80 cvar_t r_transparent_sortsurfacesbynearest = {0, "r_transparent_sortsurfacesbynearest", "1", "sort entity and world surfaces by nearest point on bounding box instead of using the center of the bounding box, usually reduces sorting artifacts"};
81 cvar_t r_transparent_useplanardistance = {0, "r_transparent_useplanardistance", "0", "sort transparent meshes by distance from view plane rather than spherical distance to the chosen point"};
82 cvar_t r_showoverdraw = {0, "r_showoverdraw", "0", "shows overlapping geometry"};
83 cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%, 10 = 100%)"};
84 cvar_t r_showsurfaces = {0, "r_showsurfaces", "0", "1 shows surfaces as different colors, or a value of 2 shows triangle draw order (for analyzing whether meshes are optimized for vertex cache)"};
85 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
86 cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
87 cvar_t r_showlighting = {0, "r_showlighting", "0", "shows areas lit by lights, useful for finding out why some areas of a map render slowly (bright orange = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
88 cvar_t r_showshadowvolumes = {0, "r_showshadowvolumes", "0", "shows areas shadowed by lights, useful for finding out why some areas of a map render slowly (bright blue = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
89 cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
90 cvar_t r_showcollisionbrushes_polygonfactor = {0, "r_showcollisionbrushes_polygonfactor", "-1", "expands outward the brush polygons a little bit, used to make collision brushes appear infront of walls"};
91 cvar_t r_showcollisionbrushes_polygonoffset = {0, "r_showcollisionbrushes_polygonoffset", "0", "nudges brush polygon depth in hardware depth units, used to make collision brushes appear infront of walls"};
92 cvar_t r_showdisabledepthtest = {0, "r_showdisabledepthtest", "0", "disables depth testing on r_show* cvars, allowing you to see what hidden geometry the graphics card is processing"};
93 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
94 cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
95 cvar_t r_draw2d = {0, "r_draw2d","1", "draw 2D stuff (dangerous to turn off)"};
96 cvar_t r_drawworld = {0, "r_drawworld","1", "draw world (most static stuff)"};
97 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
98 cvar_t r_drawexteriormodel = {0, "r_drawexteriormodel","1", "draw your player model (e.g. in chase cam, reflections)"};
99 cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
100 cvar_t r_cullentities_trace_samples = {0, "r_cullentities_trace_samples", "2", "number of samples to test for entity culling (in addition to center sample)"};
101 cvar_t r_cullentities_trace_tempentitysamples = {0, "r_cullentities_trace_tempentitysamples", "-1", "number of samples to test for entity culling of temp entities (including all CSQC entities), -1 disables trace culling on these entities to prevent flicker (pvs still applies)"};
102 cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
103 cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
104 cvar_t r_sortentities = {0, "r_sortentities", "0", "sort entities before drawing (might be faster)"};
105 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
106 cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"};
108 cvar_t r_fakelight = {0, "r_fakelight","0", "render 'fake' lighting instead of real lightmaps"};
109 cvar_t r_fakelight_intensity = {0, "r_fakelight_intensity","0.75", "fakelight intensity modifier"};
110 #define FAKELIGHT_ENABLED (r_fakelight.integer >= 2 || (r_fakelight.integer && r_refdef.scene.worldmodel && !r_refdef.scene.worldmodel->lit))
112 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
113 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
114 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
115 cvar_t r_shadows = {CVAR_SAVE, "r_shadows", "0", "casts fake stencil shadows from models onto the world (rtlights are unaffected by this); when set to 2, always cast the shadows in the direction set by r_shadows_throwdirection, otherwise use the model lighting."};
116 cvar_t r_shadows_darken = {CVAR_SAVE, "r_shadows_darken", "0.5", "how much shadowed areas will be darkened"};
117 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
118 cvar_t r_shadows_throwdirection = {CVAR_SAVE, "r_shadows_throwdirection", "0 0 -1", "override throwing direction for r_shadows 2"};
119 cvar_t r_shadows_drawafterrtlighting = {CVAR_SAVE, "r_shadows_drawafterrtlighting", "0", "draw fake shadows AFTER realtime lightning is drawn. May be useful for simulating fast sunlight on large outdoor maps with only one noshadow rtlight. The price is less realistic appearance of dynamic light shadows."};
120 cvar_t r_shadows_castfrombmodels = {CVAR_SAVE, "r_shadows_castfrombmodels", "0", "do cast shadows from bmodels"};
121 cvar_t r_shadows_focus = {CVAR_SAVE, "r_shadows_focus", "0 0 0", "offset the shadowed area focus"};
122 cvar_t r_shadows_shadowmapscale = {CVAR_SAVE, "r_shadows_shadowmapscale", "1", "increases shadowmap quality (multiply global shadowmap precision) for fake shadows. Needs shadowmapping ON."};
123 cvar_t r_shadows_shadowmapbias = {CVAR_SAVE, "r_shadows_shadowmapbias", "-1", "sets shadowmap bias for fake shadows. -1 sets the value of r_shadow_shadowmapping_bias. Needs shadowmapping ON."};
124 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
125 cvar_t r_polygonoffset_submodel_factor = {0, "r_polygonoffset_submodel_factor", "0", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
126 cvar_t r_polygonoffset_submodel_offset = {0, "r_polygonoffset_submodel_offset", "14", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
127 cvar_t r_polygonoffset_decals_factor = {0, "r_polygonoffset_decals_factor", "0", "biases depth values of decals to prevent z-fighting artifacts"};
128 cvar_t r_polygonoffset_decals_offset = {0, "r_polygonoffset_decals_offset", "-14", "biases depth values of decals to prevent z-fighting artifacts"};
129 cvar_t r_fog_exp2 = {0, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
130 cvar_t r_fog_clear = {0, "r_fog_clear", "1", "clears renderbuffer with fog color before render starts"};
131 cvar_t r_drawfog = {CVAR_SAVE, "r_drawfog", "1", "allows one to disable fog rendering"};
132 cvar_t r_transparentdepthmasking = {CVAR_SAVE, "r_transparentdepthmasking", "0", "enables depth writes on transparent meshes whose materially is normally opaque, this prevents seeing the inside of a transparent mesh"};
133 cvar_t r_transparent_sortmindist = {CVAR_SAVE, "r_transparent_sortmindist", "0", "lower distance limit for transparent sorting"};
134 cvar_t r_transparent_sortmaxdist = {CVAR_SAVE, "r_transparent_sortmaxdist", "32768", "upper distance limit for transparent sorting"};
135 cvar_t r_transparent_sortarraysize = {CVAR_SAVE, "r_transparent_sortarraysize", "4096", "number of distance-sorting layers"};
136 cvar_t r_celshading = {CVAR_SAVE, "r_celshading", "0", "cartoon-style light shading (OpenGL 2.x only)"}; // FIXME remove OpenGL 2.x only once implemented for DX9
137 cvar_t r_celoutlines = {CVAR_SAVE, "r_celoutlines", "0", "cartoon-style outlines (requires r_shadow_deferred; OpenGL 2.x only)"}; // FIXME remove OpenGL 2.x only once implemented for DX9
139 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
140 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
141 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
142 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
143 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
144 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
145 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
146 cvar_t gl_skyclip = {0, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
148 cvar_t r_texture_dds_load = {CVAR_SAVE, "r_texture_dds_load", "0", "load compressed dds/filename.dds texture instead of filename.tga, if the file exists (requires driver support)"};
149 cvar_t r_texture_dds_save = {CVAR_SAVE, "r_texture_dds_save", "0", "save compressed dds/filename.dds texture when filename.tga is loaded, so that it can be loaded instead next time"};
151 cvar_t r_textureunits = {0, "r_textureunits", "32", "number of texture units to use in GL 1.1 and GL 1.3 rendering paths"};
152 static cvar_t gl_combine = {CVAR_READONLY, "gl_combine", "1", "indicates whether the OpenGL 1.3 rendering path is active"};
153 static cvar_t r_glsl = {CVAR_READONLY, "r_glsl", "1", "indicates whether the OpenGL 2.0 rendering path is active"};
155 cvar_t r_usedepthtextures = {CVAR_SAVE, "r_usedepthtextures", "1", "use depth texture instead of depth renderbuffer where possible, uses less video memory but may render slower (or faster) depending on hardware"};
156 cvar_t r_viewfbo = {CVAR_SAVE, "r_viewfbo", "0", "enables use of an 8bit (1) or 16bit (2) or 32bit (3) per component float framebuffer render, which may be at a different resolution than the video mode"};
157 cvar_t r_viewscale = {CVAR_SAVE, "r_viewscale", "1", "scaling factor for resolution of the fbo rendering method, must be > 0, can be above 1 for a costly antialiasing behavior, typical values are 0.5 for 1/4th as many pixels rendered, or 1 for normal rendering"};
158 cvar_t r_viewscale_fpsscaling = {CVAR_SAVE, "r_viewscale_fpsscaling", "0", "change resolution based on framerate"};
159 cvar_t r_viewscale_fpsscaling_min = {CVAR_SAVE, "r_viewscale_fpsscaling_min", "0.0625", "worst acceptable quality"};
160 cvar_t r_viewscale_fpsscaling_multiply = {CVAR_SAVE, "r_viewscale_fpsscaling_multiply", "5", "adjust quality up or down by the frametime difference from 1.0/target, multiplied by this factor"};
161 cvar_t r_viewscale_fpsscaling_stepsize = {CVAR_SAVE, "r_viewscale_fpsscaling_stepsize", "0.01", "smallest adjustment to hit the target framerate (this value prevents minute oscillations)"};
162 cvar_t r_viewscale_fpsscaling_stepmax = {CVAR_SAVE, "r_viewscale_fpsscaling_stepmax", "1.00", "largest adjustment to hit the target framerate (this value prevents wild overshooting of the estimate)"};
163 cvar_t r_viewscale_fpsscaling_target = {CVAR_SAVE, "r_viewscale_fpsscaling_target", "70", "desired framerate"};
165 cvar_t r_glsl_deluxemapping = {CVAR_SAVE, "r_glsl_deluxemapping", "1", "use per pixel lighting on deluxemap-compiled q3bsp maps (or a value of 2 forces deluxemap shading even without deluxemaps)"};
166 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
167 cvar_t r_glsl_offsetmapping_steps = {CVAR_SAVE, "r_glsl_offsetmapping_steps", "2", "offset mapping steps (note: too high values may be not supported by your GPU)"};
168 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
169 cvar_t r_glsl_offsetmapping_reliefmapping_steps = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping_steps", "10", "relief mapping steps (note: too high values may be not supported by your GPU)"};
170 cvar_t r_glsl_offsetmapping_reliefmapping_refinesteps = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping_refinesteps", "5", "relief mapping refine steps (these are a binary search executed as the last step as given by r_glsl_offsetmapping_reliefmapping_steps)"};
171 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
172 cvar_t r_glsl_offsetmapping_lod = {CVAR_SAVE, "r_glsl_offsetmapping_lod", "0", "apply distance-based level-of-detail correction to number of offsetmappig steps, effectively making it render faster on large open-area maps"};
173 cvar_t r_glsl_offsetmapping_lod_distance = {CVAR_SAVE, "r_glsl_offsetmapping_lod_distance", "32", "first LOD level distance, second level (-50% steps) is 2x of this, third (33%) - 3x etc."};
174 cvar_t r_glsl_postprocess = {CVAR_SAVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
175 cvar_t r_glsl_postprocess_uservec1 = {CVAR_SAVE, "r_glsl_postprocess_uservec1", "0 0 0 0", "a 4-component vector to pass as uservec1 to the postprocessing shader (only useful if default.glsl has been customized)"};
176 cvar_t r_glsl_postprocess_uservec2 = {CVAR_SAVE, "r_glsl_postprocess_uservec2", "0 0 0 0", "a 4-component vector to pass as uservec2 to the postprocessing shader (only useful if default.glsl has been customized)"};
177 cvar_t r_glsl_postprocess_uservec3 = {CVAR_SAVE, "r_glsl_postprocess_uservec3", "0 0 0 0", "a 4-component vector to pass as uservec3 to the postprocessing shader (only useful if default.glsl has been customized)"};
178 cvar_t r_glsl_postprocess_uservec4 = {CVAR_SAVE, "r_glsl_postprocess_uservec4", "0 0 0 0", "a 4-component vector to pass as uservec4 to the postprocessing shader (only useful if default.glsl has been customized)"};
179 cvar_t r_glsl_postprocess_uservec1_enable = {CVAR_SAVE, "r_glsl_postprocess_uservec1_enable", "1", "enables postprocessing uservec1 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
180 cvar_t r_glsl_postprocess_uservec2_enable = {CVAR_SAVE, "r_glsl_postprocess_uservec2_enable", "1", "enables postprocessing uservec2 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
181 cvar_t r_glsl_postprocess_uservec3_enable = {CVAR_SAVE, "r_glsl_postprocess_uservec3_enable", "1", "enables postprocessing uservec3 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
182 cvar_t r_glsl_postprocess_uservec4_enable = {CVAR_SAVE, "r_glsl_postprocess_uservec4_enable", "1", "enables postprocessing uservec4 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
184 cvar_t r_water = {CVAR_SAVE, "r_water", "0", "whether to use reflections and refraction on water surfaces (note: r_wateralpha must be set below 1)"};
185 cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
186 cvar_t r_water_resolutionmultiplier = {CVAR_SAVE, "r_water_resolutionmultiplier", "0.5", "multiplier for screen resolution when rendering refracted/reflected scenes, 1 is full quality, lower values are faster"};
187 cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
188 cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
189 cvar_t r_water_scissormode = {0, "r_water_scissormode", "3", "scissor (1) or cull (2) or both (3) water renders"};
190 cvar_t r_water_lowquality = {0, "r_water_lowquality", "0", "special option to accelerate water rendering, 1 disables shadows and particles, 2 disables all dynamic lights"};
191 cvar_t r_water_hideplayer = {CVAR_SAVE, "r_water_hideplayer", "0", "if set to 1 then player will be hidden in refraction views, if set to 2 then player will also be hidden in reflection views, player is always visible in camera views"};
192 cvar_t r_water_fbo = {CVAR_SAVE, "r_water_fbo", "1", "enables use of render to texture for water effects, otherwise copy to texture is used (slower)"};
194 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "0", "enables animation smoothing on sprites"};
195 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
196 cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
197 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
199 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
200 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
202 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
203 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
204 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
205 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exaggerated the glow is"};
206 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
207 cvar_t r_bloom_scenebrightness = {CVAR_SAVE, "r_bloom_scenebrightness", "1", "global rendering brightness when bloom is enabled"};
209 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
210 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
211 cvar_t r_hdr_irisadaptation = {CVAR_SAVE, "r_hdr_irisadaptation", "0", "adjust scene brightness according to light intensity at player location"};
212 cvar_t r_hdr_irisadaptation_multiplier = {CVAR_SAVE, "r_hdr_irisadaptation_multiplier", "2", "brightness at which value will be 1.0"};
213 cvar_t r_hdr_irisadaptation_minvalue = {CVAR_SAVE, "r_hdr_irisadaptation_minvalue", "0.5", "minimum value that can result from multiplier / brightness"};
214 cvar_t r_hdr_irisadaptation_maxvalue = {CVAR_SAVE, "r_hdr_irisadaptation_maxvalue", "4", "maximum value that can result from multiplier / brightness"};
215 cvar_t r_hdr_irisadaptation_value = {0, "r_hdr_irisadaptation_value", "1", "current value as scenebrightness multiplier, changes continuously when irisadaptation is active"};
216 cvar_t r_hdr_irisadaptation_fade_up = {CVAR_SAVE, "r_hdr_irisadaptation_fade_up", "0.1", "fade rate at which value adjusts to darkness"};
217 cvar_t r_hdr_irisadaptation_fade_down = {CVAR_SAVE, "r_hdr_irisadaptation_fade_down", "0.5", "fade rate at which value adjusts to brightness"};
218 cvar_t r_hdr_irisadaptation_radius = {CVAR_SAVE, "r_hdr_irisadaptation_radius", "15", "lighting within this many units of the eye is averaged"};
220 cvar_t r_smoothnormals_areaweighting = {0, "r_smoothnormals_areaweighting", "1", "uses significantly faster (and supposedly higher quality) area-weighted vertex normals and tangent vectors rather than summing normalized triangle normals and tangents"};
222 cvar_t developer_texturelogging = {0, "developer_texturelogging", "0", "produces a textures.log file containing names of skins and map textures the engine tried to load"};
224 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers), a value of 2 keeps normalmap shading"};
226 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
228 cvar_t r_glsl_saturation = {CVAR_SAVE, "r_glsl_saturation", "1", "saturation multiplier (only working in glsl!)"};
229 cvar_t r_glsl_saturation_redcompensate = {CVAR_SAVE, "r_glsl_saturation_redcompensate", "0", "a 'vampire sight' addition to desaturation effect, does compensation for red color, r_glsl_restart is required"};
231 cvar_t r_glsl_vertextextureblend_usebothalphas = {CVAR_SAVE, "r_glsl_vertextextureblend_usebothalphas", "0", "use both alpha layers on vertex blended surfaces, each alpha layer sets amount of 'blend leak' on another layer, requires mod_q3shader_force_terrain_alphaflag on."};
233 cvar_t r_framedatasize = {CVAR_SAVE, "r_framedatasize", "0.5", "size of renderer data cache used during one frame (for skeletal animation caching, light processing, etc)"};
235 extern cvar_t v_glslgamma;
236 extern cvar_t v_glslgamma_2d;
238 extern qboolean v_flipped_state;
240 r_framebufferstate_t r_fb;
242 /// shadow volume bsp struct with automatically growing nodes buffer
245 rtexture_t *r_texture_blanknormalmap;
246 rtexture_t *r_texture_white;
247 rtexture_t *r_texture_grey128;
248 rtexture_t *r_texture_black;
249 rtexture_t *r_texture_notexture;
250 rtexture_t *r_texture_whitecube;
251 rtexture_t *r_texture_normalizationcube;
252 rtexture_t *r_texture_fogattenuation;
253 rtexture_t *r_texture_fogheighttexture;
254 rtexture_t *r_texture_gammaramps;
255 unsigned int r_texture_gammaramps_serial;
256 //rtexture_t *r_texture_fogintensity;
257 rtexture_t *r_texture_reflectcube;
259 // TODO: hash lookups?
260 typedef struct cubemapinfo_s
267 int r_texture_numcubemaps;
268 cubemapinfo_t *r_texture_cubemaps[MAX_CUBEMAPS];
270 unsigned int r_queries[MAX_OCCLUSION_QUERIES];
271 unsigned int r_numqueries;
272 unsigned int r_maxqueries;
274 typedef struct r_qwskincache_s
276 char name[MAX_QPATH];
277 skinframe_t *skinframe;
281 static r_qwskincache_t *r_qwskincache;
282 static int r_qwskincache_size;
284 /// vertex coordinates for a quad that covers the screen exactly
285 extern const float r_screenvertex3f[12];
286 extern const float r_d3dscreenvertex3f[12];
287 const float r_screenvertex3f[12] =
294 const float r_d3dscreenvertex3f[12] =
302 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
305 for (i = 0;i < verts;i++)
316 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
319 for (i = 0;i < verts;i++)
329 // FIXME: move this to client?
332 if (gamemode == GAME_NEHAHRA)
334 Cvar_Set("gl_fogenable", "0");
335 Cvar_Set("gl_fogdensity", "0.2");
336 Cvar_Set("gl_fogred", "0.3");
337 Cvar_Set("gl_foggreen", "0.3");
338 Cvar_Set("gl_fogblue", "0.3");
340 r_refdef.fog_density = 0;
341 r_refdef.fog_red = 0;
342 r_refdef.fog_green = 0;
343 r_refdef.fog_blue = 0;
344 r_refdef.fog_alpha = 1;
345 r_refdef.fog_start = 0;
346 r_refdef.fog_end = 16384;
347 r_refdef.fog_height = 1<<30;
348 r_refdef.fog_fadedepth = 128;
349 memset(r_refdef.fog_height_texturename, 0, sizeof(r_refdef.fog_height_texturename));
352 static void R_BuildBlankTextures(void)
354 unsigned char data[4];
355 data[2] = 128; // normal X
356 data[1] = 128; // normal Y
357 data[0] = 255; // normal Z
358 data[3] = 255; // height
359 r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
364 r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
369 r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
374 r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
377 static void R_BuildNoTexture(void)
380 unsigned char pix[16][16][4];
381 // this makes a light grey/dark grey checkerboard texture
382 for (y = 0;y < 16;y++)
384 for (x = 0;x < 16;x++)
386 if ((y < 8) ^ (x < 8))
402 r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, -1, NULL);
405 static void R_BuildWhiteCube(void)
407 unsigned char data[6*1*1*4];
408 memset(data, 255, sizeof(data));
409 r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
412 static void R_BuildNormalizationCube(void)
416 vec_t s, t, intensity;
419 data = (unsigned char *)Mem_Alloc(tempmempool, 6*NORMSIZE*NORMSIZE*4);
420 for (side = 0;side < 6;side++)
422 for (y = 0;y < NORMSIZE;y++)
424 for (x = 0;x < NORMSIZE;x++)
426 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
427 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
462 intensity = 127.0f / sqrt(DotProduct(v, v));
463 data[((side*64+y)*64+x)*4+2] = (unsigned char)(128.0f + intensity * v[0]);
464 data[((side*64+y)*64+x)*4+1] = (unsigned char)(128.0f + intensity * v[1]);
465 data[((side*64+y)*64+x)*4+0] = (unsigned char)(128.0f + intensity * v[2]);
466 data[((side*64+y)*64+x)*4+3] = 255;
470 r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
474 static void R_BuildFogTexture(void)
478 unsigned char data1[FOGWIDTH][4];
479 //unsigned char data2[FOGWIDTH][4];
482 r_refdef.fogmasktable_start = r_refdef.fog_start;
483 r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
484 r_refdef.fogmasktable_range = r_refdef.fogrange;
485 r_refdef.fogmasktable_density = r_refdef.fog_density;
487 r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
488 for (x = 0;x < FOGMASKTABLEWIDTH;x++)
490 d = (x * r - r_refdef.fogmasktable_start);
491 if(developer_extra.integer)
492 Con_DPrintf("%f ", d);
494 if (r_fog_exp2.integer)
495 alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
497 alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
498 if(developer_extra.integer)
499 Con_DPrintf(" : %f ", alpha);
500 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
501 if(developer_extra.integer)
502 Con_DPrintf(" = %f\n", alpha);
503 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
506 for (x = 0;x < FOGWIDTH;x++)
508 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
513 //data2[x][0] = 255 - b;
514 //data2[x][1] = 255 - b;
515 //data2[x][2] = 255 - b;
518 if (r_texture_fogattenuation)
520 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, 0, FOGWIDTH, 1, 1);
521 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, 0, FOGWIDTH, 1, 1);
525 r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
526 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
530 static void R_BuildFogHeightTexture(void)
532 unsigned char *inpixels;
540 strlcpy(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename, sizeof(r_refdef.fogheighttexturename));
541 if (r_refdef.fogheighttexturename[0])
542 inpixels = loadimagepixelsbgra(r_refdef.fogheighttexturename, true, false, false, NULL);
545 r_refdef.fog_height_tablesize = 0;
546 if (r_texture_fogheighttexture)
547 R_FreeTexture(r_texture_fogheighttexture);
548 r_texture_fogheighttexture = NULL;
549 if (r_refdef.fog_height_table2d)
550 Mem_Free(r_refdef.fog_height_table2d);
551 r_refdef.fog_height_table2d = NULL;
552 if (r_refdef.fog_height_table1d)
553 Mem_Free(r_refdef.fog_height_table1d);
554 r_refdef.fog_height_table1d = NULL;
558 r_refdef.fog_height_tablesize = size;
559 r_refdef.fog_height_table1d = (unsigned char *)Mem_Alloc(r_main_mempool, size * 4);
560 r_refdef.fog_height_table2d = (unsigned char *)Mem_Alloc(r_main_mempool, size * size * 4);
561 memcpy(r_refdef.fog_height_table1d, inpixels, size * 4);
563 // LordHavoc: now the magic - what is that table2d for? it is a cooked
564 // average fog color table accounting for every fog layer between a point
565 // and the camera. (Note: attenuation is handled separately!)
566 for (y = 0;y < size;y++)
568 for (x = 0;x < size;x++)
574 for (j = x;j <= y;j++)
576 Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
582 for (j = x;j >= y;j--)
584 Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
589 r_refdef.fog_height_table2d[(y*size+x)*4+0] = (unsigned char)(c[0] * f);
590 r_refdef.fog_height_table2d[(y*size+x)*4+1] = (unsigned char)(c[1] * f);
591 r_refdef.fog_height_table2d[(y*size+x)*4+2] = (unsigned char)(c[2] * f);
592 r_refdef.fog_height_table2d[(y*size+x)*4+3] = (unsigned char)(c[3] * f);
595 r_texture_fogheighttexture = R_LoadTexture2D(r_main_texturepool, "fogheighttable", size, size, r_refdef.fog_height_table2d, TEXTYPE_BGRA, TEXF_ALPHA | TEXF_CLAMP, -1, NULL);
598 //=======================================================================================================================================================
600 static const char *builtinshaderstring =
601 #include "shader_glsl.h"
604 const char *builtinhlslshaderstring =
605 #include "shader_hlsl.h"
608 char *glslshaderstring = NULL;
609 char *hlslshaderstring = NULL;
611 //=======================================================================================================================================================
613 typedef struct shaderpermutationinfo_s
618 shaderpermutationinfo_t;
620 typedef struct shadermodeinfo_s
622 const char *vertexfilename;
623 const char *geometryfilename;
624 const char *fragmentfilename;
630 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
631 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
633 {"#define USEDIFFUSE\n", " diffuse"},
634 {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
635 {"#define USEVIEWTINT\n", " viewtint"},
636 {"#define USECOLORMAPPING\n", " colormapping"},
637 {"#define USESATURATION\n", " saturation"},
638 {"#define USEFOGINSIDE\n", " foginside"},
639 {"#define USEFOGOUTSIDE\n", " fogoutside"},
640 {"#define USEFOGHEIGHTTEXTURE\n", " fogheighttexture"},
641 {"#define USEFOGALPHAHACK\n", " fogalphahack"},
642 {"#define USEGAMMARAMPS\n", " gammaramps"},
643 {"#define USECUBEFILTER\n", " cubefilter"},
644 {"#define USEGLOW\n", " glow"},
645 {"#define USEBLOOM\n", " bloom"},
646 {"#define USESPECULAR\n", " specular"},
647 {"#define USEPOSTPROCESSING\n", " postprocessing"},
648 {"#define USEREFLECTION\n", " reflection"},
649 {"#define USEOFFSETMAPPING\n", " offsetmapping"},
650 {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
651 {"#define USESHADOWMAP2D\n", " shadowmap2d"},
652 {"#define USESHADOWMAPVSDCT\n", " shadowmapvsdct"}, // TODO make this a static parm
653 {"#define USESHADOWMAPORTHO\n", " shadowmaportho"},
654 {"#define USEDEFERREDLIGHTMAP\n", " deferredlightmap"},
655 {"#define USEALPHAKILL\n", " alphakill"},
656 {"#define USEREFLECTCUBE\n", " reflectcube"},
657 {"#define USENORMALMAPSCROLLBLEND\n", " normalmapscrollblend"},
658 {"#define USEBOUNCEGRID\n", " bouncegrid"},
659 {"#define USEBOUNCEGRIDDIRECTIONAL\n", " bouncegriddirectional"}, // TODO make this a static parm
660 {"#define USETRIPPY\n", " trippy"},
661 {"#define USEDEPTHRGB\n", " depthrgb"},
662 {"#define USEALPHAGENVERTEX\n", "alphagenvertex"}
665 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
666 shadermodeinfo_t glslshadermodeinfo[SHADERMODE_COUNT] =
668 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_GENERIC\n", " generic"},
669 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_POSTPROCESS\n", " postprocess"},
670 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
671 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
672 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
673 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"},
674 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FAKELIGHT\n", " fakelight"},
675 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
676 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
677 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP\n", " lightdirectionmap_forced_lightmap"},
678 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR\n", " lightdirectionmap_forced_vertexcolor"},
679 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
680 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
681 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"},
682 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_WATER\n", " water"},
683 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_SHOWDEPTH\n", " showdepth"},
684 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
685 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
688 shadermodeinfo_t hlslshadermodeinfo[SHADERMODE_COUNT] =
690 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_GENERIC\n", " generic"},
691 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_POSTPROCESS\n", " postprocess"},
692 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
693 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
694 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
695 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTMAP\n", " lightmap"},
696 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_FAKELIGHT\n", " fakelight"},
697 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
698 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
699 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP\n", " lightdirectionmap_forced_lightmap"},
700 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR\n", " lightdirectionmap_forced_vertexcolor"},
701 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
702 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
703 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_REFRACTION\n", " refraction"},
704 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_WATER\n", " water"},
705 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_SHOWDEPTH\n", " showdepth"},
706 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
707 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
710 struct r_glsl_permutation_s;
711 typedef struct r_glsl_permutation_s
714 struct r_glsl_permutation_s *hashnext;
716 unsigned int permutation;
718 /// indicates if we have tried compiling this permutation already
720 /// 0 if compilation failed
722 // texture units assigned to each detected uniform
723 int tex_Texture_First;
724 int tex_Texture_Second;
725 int tex_Texture_GammaRamps;
726 int tex_Texture_Normal;
727 int tex_Texture_Color;
728 int tex_Texture_Gloss;
729 int tex_Texture_Glow;
730 int tex_Texture_SecondaryNormal;
731 int tex_Texture_SecondaryColor;
732 int tex_Texture_SecondaryGloss;
733 int tex_Texture_SecondaryGlow;
734 int tex_Texture_Pants;
735 int tex_Texture_Shirt;
736 int tex_Texture_FogHeightTexture;
737 int tex_Texture_FogMask;
738 int tex_Texture_Lightmap;
739 int tex_Texture_Deluxemap;
740 int tex_Texture_Attenuation;
741 int tex_Texture_Cube;
742 int tex_Texture_Refraction;
743 int tex_Texture_Reflection;
744 int tex_Texture_ShadowMap2D;
745 int tex_Texture_CubeProjection;
746 int tex_Texture_ScreenNormalMap;
747 int tex_Texture_ScreenDiffuse;
748 int tex_Texture_ScreenSpecular;
749 int tex_Texture_ReflectMask;
750 int tex_Texture_ReflectCube;
751 int tex_Texture_BounceGrid;
752 /// locations of detected uniforms in program object, or -1 if not found
753 int loc_Texture_First;
754 int loc_Texture_Second;
755 int loc_Texture_GammaRamps;
756 int loc_Texture_Normal;
757 int loc_Texture_Color;
758 int loc_Texture_Gloss;
759 int loc_Texture_Glow;
760 int loc_Texture_SecondaryNormal;
761 int loc_Texture_SecondaryColor;
762 int loc_Texture_SecondaryGloss;
763 int loc_Texture_SecondaryGlow;
764 int loc_Texture_Pants;
765 int loc_Texture_Shirt;
766 int loc_Texture_FogHeightTexture;
767 int loc_Texture_FogMask;
768 int loc_Texture_Lightmap;
769 int loc_Texture_Deluxemap;
770 int loc_Texture_Attenuation;
771 int loc_Texture_Cube;
772 int loc_Texture_Refraction;
773 int loc_Texture_Reflection;
774 int loc_Texture_ShadowMap2D;
775 int loc_Texture_CubeProjection;
776 int loc_Texture_ScreenNormalMap;
777 int loc_Texture_ScreenDiffuse;
778 int loc_Texture_ScreenSpecular;
779 int loc_Texture_ReflectMask;
780 int loc_Texture_ReflectCube;
781 int loc_Texture_BounceGrid;
783 int loc_BloomBlur_Parameters;
785 int loc_Color_Ambient;
786 int loc_Color_Diffuse;
787 int loc_Color_Specular;
791 int loc_DeferredColor_Ambient;
792 int loc_DeferredColor_Diffuse;
793 int loc_DeferredColor_Specular;
794 int loc_DeferredMod_Diffuse;
795 int loc_DeferredMod_Specular;
796 int loc_DistortScaleRefractReflect;
799 int loc_FogHeightFade;
801 int loc_FogPlaneViewDist;
802 int loc_FogRangeRecip;
805 int loc_LightPosition;
806 int loc_OffsetMapping_ScaleSteps;
807 int loc_OffsetMapping_LodDistance;
808 int loc_OffsetMapping_Bias;
810 int loc_ReflectColor;
811 int loc_ReflectFactor;
812 int loc_ReflectOffset;
813 int loc_RefractColor;
815 int loc_ScreenCenterRefractReflect;
816 int loc_ScreenScaleRefractReflect;
817 int loc_ScreenToDepth;
818 int loc_ShadowMap_Parameters;
819 int loc_ShadowMap_TextureScale;
820 int loc_SpecularPower;
825 int loc_ViewTintColor;
827 int loc_ModelToLight;
829 int loc_BackgroundTexMatrix;
830 int loc_ModelViewProjectionMatrix;
831 int loc_ModelViewMatrix;
832 int loc_PixelToScreenTexCoord;
833 int loc_ModelToReflectCube;
834 int loc_ShadowMapMatrix;
835 int loc_BloomColorSubtract;
836 int loc_NormalmapScrollBlend;
837 int loc_BounceGridMatrix;
838 int loc_BounceGridIntensity;
840 r_glsl_permutation_t;
842 #define SHADERPERMUTATION_HASHSIZE 256
845 // non-degradable "lightweight" shader parameters to keep the permutations simpler
846 // these can NOT degrade! only use for simple stuff
849 SHADERSTATICPARM_SATURATION_REDCOMPENSATE = 0, ///< red compensation filter for saturation
850 SHADERSTATICPARM_EXACTSPECULARMATH = 1, ///< (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
851 SHADERSTATICPARM_POSTPROCESS_USERVEC1 = 2, ///< postprocess uservec1 is enabled
852 SHADERSTATICPARM_POSTPROCESS_USERVEC2 = 3, ///< postprocess uservec2 is enabled
853 SHADERSTATICPARM_POSTPROCESS_USERVEC3 = 4, ///< postprocess uservec3 is enabled
854 SHADERSTATICPARM_POSTPROCESS_USERVEC4 = 5, ///< postprocess uservec4 is enabled
855 SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS = 6, // use both alpha layers while blending materials, allows more advanced microblending
856 SHADERSTATICPARM_OFFSETMAPPING_USELOD = 7, ///< LOD for offsetmapping
857 SHADERSTATICPARM_SHADOWMAPPCF_1 = 8, ///< PCF 1
858 SHADERSTATICPARM_SHADOWMAPPCF_2 = 9, ///< PCF 2
859 SHADERSTATICPARM_SHADOWSAMPLER = 10, ///< sampler
860 SHADERSTATICPARM_CELSHADING = 11, ///< celshading (alternative diffuse and specular math)
861 SHADERSTATICPARM_CELOUTLINES = 12, ///< celoutline (depth buffer analysis to produce outlines)
863 #define SHADERSTATICPARMS_COUNT 13
865 static const char *shaderstaticparmstrings_list[SHADERSTATICPARMS_COUNT];
866 static int shaderstaticparms_count = 0;
868 static unsigned int r_compileshader_staticparms[(SHADERSTATICPARMS_COUNT + 0x1F) >> 5] = {0};
869 #define R_COMPILESHADER_STATICPARM_ENABLE(p) r_compileshader_staticparms[(p) >> 5] |= (1 << ((p) & 0x1F))
871 extern qboolean r_shadow_shadowmapsampler;
872 extern int r_shadow_shadowmappcf;
873 qboolean R_CompileShader_CheckStaticParms(void)
875 static int r_compileshader_staticparms_save[1];
876 memcpy(r_compileshader_staticparms_save, r_compileshader_staticparms, sizeof(r_compileshader_staticparms));
877 memset(r_compileshader_staticparms, 0, sizeof(r_compileshader_staticparms));
880 if (r_glsl_saturation_redcompensate.integer)
881 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SATURATION_REDCOMPENSATE);
882 if (r_glsl_vertextextureblend_usebothalphas.integer)
883 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS);
884 if (r_shadow_glossexact.integer)
885 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_EXACTSPECULARMATH);
886 if (r_glsl_postprocess.integer)
888 if (r_glsl_postprocess_uservec1_enable.integer)
889 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC1);
890 if (r_glsl_postprocess_uservec2_enable.integer)
891 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC2);
892 if (r_glsl_postprocess_uservec3_enable.integer)
893 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC3);
894 if (r_glsl_postprocess_uservec4_enable.integer)
895 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC4);
897 if (r_glsl_offsetmapping_lod.integer && r_glsl_offsetmapping_lod_distance.integer > 0)
898 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_OFFSETMAPPING_USELOD);
900 if (r_shadow_shadowmapsampler)
901 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SHADOWSAMPLER);
902 if (r_shadow_shadowmappcf > 1)
903 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SHADOWMAPPCF_2);
904 else if (r_shadow_shadowmappcf)
905 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SHADOWMAPPCF_1);
906 if (r_celshading.integer)
907 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_CELSHADING);
908 if (r_celoutlines.integer)
909 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_CELOUTLINES);
911 return memcmp(r_compileshader_staticparms, r_compileshader_staticparms_save, sizeof(r_compileshader_staticparms)) != 0;
914 #define R_COMPILESHADER_STATICPARM_EMIT(p, n) \
915 if(r_compileshader_staticparms[(p) >> 5] & (1 << ((p) & 0x1F))) \
916 shaderstaticparmstrings_list[shaderstaticparms_count++] = "#define " n "\n"; \
918 shaderstaticparmstrings_list[shaderstaticparms_count++] = "\n"
919 static void R_CompileShader_AddStaticParms(unsigned int mode, unsigned int permutation)
921 shaderstaticparms_count = 0;
924 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SATURATION_REDCOMPENSATE, "SATURATION_REDCOMPENSATE");
925 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_EXACTSPECULARMATH, "USEEXACTSPECULARMATH");
926 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC1, "USERVEC1");
927 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC2, "USERVEC2");
928 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC3, "USERVEC3");
929 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC4, "USERVEC4");
930 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS, "USEBOTHALPHAS");
931 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_OFFSETMAPPING_USELOD, "USEOFFSETMAPPING_LOD");
932 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SHADOWMAPPCF_1, "USESHADOWMAPPCF 1");
933 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SHADOWMAPPCF_2, "USESHADOWMAPPCF 2");
934 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SHADOWSAMPLER, "USESHADOWSAMPLER");
935 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_CELSHADING, "USECELSHADING");
936 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_CELOUTLINES, "USECELOUTLINES");
939 /// information about each possible shader permutation
940 r_glsl_permutation_t *r_glsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
941 /// currently selected permutation
942 r_glsl_permutation_t *r_glsl_permutation;
943 /// storage for permutations linked in the hash table
944 memexpandablearray_t r_glsl_permutationarray;
946 static r_glsl_permutation_t *R_GLSL_FindPermutation(unsigned int mode, unsigned int permutation)
948 //unsigned int hashdepth = 0;
949 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
950 r_glsl_permutation_t *p;
951 for (p = r_glsl_permutationhash[mode][hashindex];p;p = p->hashnext)
953 if (p->mode == mode && p->permutation == permutation)
955 //if (hashdepth > 10)
956 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
961 p = (r_glsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_glsl_permutationarray);
963 p->permutation = permutation;
964 p->hashnext = r_glsl_permutationhash[mode][hashindex];
965 r_glsl_permutationhash[mode][hashindex] = p;
966 //if (hashdepth > 10)
967 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
971 static char *R_GLSL_GetText(const char *filename, qboolean printfromdisknotice)
974 if (!filename || !filename[0])
976 if (!strcmp(filename, "glsl/default.glsl"))
978 if (!glslshaderstring)
980 glslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
981 if (glslshaderstring)
982 Con_DPrintf("Loading shaders from file %s...\n", filename);
984 glslshaderstring = (char *)builtinshaderstring;
986 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(glslshaderstring) + 1);
987 memcpy(shaderstring, glslshaderstring, strlen(glslshaderstring) + 1);
990 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
993 if (printfromdisknotice)
994 Con_DPrintf("from disk %s... ", filename);
1000 static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode, unsigned int permutation)
1004 shadermodeinfo_t *modeinfo = glslshadermodeinfo + mode;
1005 char *vertexstring, *geometrystring, *fragmentstring;
1006 char permutationname[256];
1007 int vertstrings_count = 0;
1008 int geomstrings_count = 0;
1009 int fragstrings_count = 0;
1010 const char *vertstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1011 const char *geomstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1012 const char *fragstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1019 permutationname[0] = 0;
1020 vertexstring = R_GLSL_GetText(modeinfo->vertexfilename, true);
1021 geometrystring = R_GLSL_GetText(modeinfo->geometryfilename, false);
1022 fragmentstring = R_GLSL_GetText(modeinfo->fragmentfilename, false);
1024 strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
1026 // if we can do #version 130, we should (this improves quality of offset/reliefmapping thanks to textureGrad)
1027 if(vid.support.gl20shaders130)
1029 vertstrings_list[vertstrings_count++] = "#version 130\n";
1030 geomstrings_list[geomstrings_count++] = "#version 130\n";
1031 fragstrings_list[fragstrings_count++] = "#version 130\n";
1032 vertstrings_list[vertstrings_count++] = "#define GLSL130\n";
1033 geomstrings_list[geomstrings_count++] = "#define GLSL130\n";
1034 fragstrings_list[fragstrings_count++] = "#define GLSL130\n";
1037 // the first pretext is which type of shader to compile as
1038 // (later these will all be bound together as a program object)
1039 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
1040 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
1041 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
1043 // the second pretext is the mode (for example a light source)
1044 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
1045 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
1046 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
1047 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
1049 // now add all the permutation pretexts
1050 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1052 if (permutation & (1<<i))
1054 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
1055 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
1056 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
1057 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
1061 // keep line numbers correct
1062 vertstrings_list[vertstrings_count++] = "\n";
1063 geomstrings_list[geomstrings_count++] = "\n";
1064 fragstrings_list[fragstrings_count++] = "\n";
1069 R_CompileShader_AddStaticParms(mode, permutation);
1070 memcpy((char *)(vertstrings_list + vertstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1071 vertstrings_count += shaderstaticparms_count;
1072 memcpy((char *)(geomstrings_list + geomstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1073 geomstrings_count += shaderstaticparms_count;
1074 memcpy((char *)(fragstrings_list + fragstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1075 fragstrings_count += shaderstaticparms_count;
1077 // now append the shader text itself
1078 vertstrings_list[vertstrings_count++] = vertexstring;
1079 geomstrings_list[geomstrings_count++] = geometrystring;
1080 fragstrings_list[fragstrings_count++] = fragmentstring;
1082 // if any sources were NULL, clear the respective list
1084 vertstrings_count = 0;
1085 if (!geometrystring)
1086 geomstrings_count = 0;
1087 if (!fragmentstring)
1088 fragstrings_count = 0;
1090 // compile the shader program
1091 if (vertstrings_count + geomstrings_count + fragstrings_count)
1092 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
1096 qglUseProgram(p->program);CHECKGLERROR
1097 // look up all the uniform variable names we care about, so we don't
1098 // have to look them up every time we set them
1100 p->loc_Texture_First = qglGetUniformLocation(p->program, "Texture_First");
1101 p->loc_Texture_Second = qglGetUniformLocation(p->program, "Texture_Second");
1102 p->loc_Texture_GammaRamps = qglGetUniformLocation(p->program, "Texture_GammaRamps");
1103 p->loc_Texture_Normal = qglGetUniformLocation(p->program, "Texture_Normal");
1104 p->loc_Texture_Color = qglGetUniformLocation(p->program, "Texture_Color");
1105 p->loc_Texture_Gloss = qglGetUniformLocation(p->program, "Texture_Gloss");
1106 p->loc_Texture_Glow = qglGetUniformLocation(p->program, "Texture_Glow");
1107 p->loc_Texture_SecondaryNormal = qglGetUniformLocation(p->program, "Texture_SecondaryNormal");
1108 p->loc_Texture_SecondaryColor = qglGetUniformLocation(p->program, "Texture_SecondaryColor");
1109 p->loc_Texture_SecondaryGloss = qglGetUniformLocation(p->program, "Texture_SecondaryGloss");
1110 p->loc_Texture_SecondaryGlow = qglGetUniformLocation(p->program, "Texture_SecondaryGlow");
1111 p->loc_Texture_Pants = qglGetUniformLocation(p->program, "Texture_Pants");
1112 p->loc_Texture_Shirt = qglGetUniformLocation(p->program, "Texture_Shirt");
1113 p->loc_Texture_FogHeightTexture = qglGetUniformLocation(p->program, "Texture_FogHeightTexture");
1114 p->loc_Texture_FogMask = qglGetUniformLocation(p->program, "Texture_FogMask");
1115 p->loc_Texture_Lightmap = qglGetUniformLocation(p->program, "Texture_Lightmap");
1116 p->loc_Texture_Deluxemap = qglGetUniformLocation(p->program, "Texture_Deluxemap");
1117 p->loc_Texture_Attenuation = qglGetUniformLocation(p->program, "Texture_Attenuation");
1118 p->loc_Texture_Cube = qglGetUniformLocation(p->program, "Texture_Cube");
1119 p->loc_Texture_Refraction = qglGetUniformLocation(p->program, "Texture_Refraction");
1120 p->loc_Texture_Reflection = qglGetUniformLocation(p->program, "Texture_Reflection");
1121 p->loc_Texture_ShadowMap2D = qglGetUniformLocation(p->program, "Texture_ShadowMap2D");
1122 p->loc_Texture_CubeProjection = qglGetUniformLocation(p->program, "Texture_CubeProjection");
1123 p->loc_Texture_ScreenNormalMap = qglGetUniformLocation(p->program, "Texture_ScreenNormalMap");
1124 p->loc_Texture_ScreenDiffuse = qglGetUniformLocation(p->program, "Texture_ScreenDiffuse");
1125 p->loc_Texture_ScreenSpecular = qglGetUniformLocation(p->program, "Texture_ScreenSpecular");
1126 p->loc_Texture_ReflectMask = qglGetUniformLocation(p->program, "Texture_ReflectMask");
1127 p->loc_Texture_ReflectCube = qglGetUniformLocation(p->program, "Texture_ReflectCube");
1128 p->loc_Texture_BounceGrid = qglGetUniformLocation(p->program, "Texture_BounceGrid");
1129 p->loc_Alpha = qglGetUniformLocation(p->program, "Alpha");
1130 p->loc_BloomBlur_Parameters = qglGetUniformLocation(p->program, "BloomBlur_Parameters");
1131 p->loc_ClientTime = qglGetUniformLocation(p->program, "ClientTime");
1132 p->loc_Color_Ambient = qglGetUniformLocation(p->program, "Color_Ambient");
1133 p->loc_Color_Diffuse = qglGetUniformLocation(p->program, "Color_Diffuse");
1134 p->loc_Color_Specular = qglGetUniformLocation(p->program, "Color_Specular");
1135 p->loc_Color_Glow = qglGetUniformLocation(p->program, "Color_Glow");
1136 p->loc_Color_Pants = qglGetUniformLocation(p->program, "Color_Pants");
1137 p->loc_Color_Shirt = qglGetUniformLocation(p->program, "Color_Shirt");
1138 p->loc_DeferredColor_Ambient = qglGetUniformLocation(p->program, "DeferredColor_Ambient");
1139 p->loc_DeferredColor_Diffuse = qglGetUniformLocation(p->program, "DeferredColor_Diffuse");
1140 p->loc_DeferredColor_Specular = qglGetUniformLocation(p->program, "DeferredColor_Specular");
1141 p->loc_DeferredMod_Diffuse = qglGetUniformLocation(p->program, "DeferredMod_Diffuse");
1142 p->loc_DeferredMod_Specular = qglGetUniformLocation(p->program, "DeferredMod_Specular");
1143 p->loc_DistortScaleRefractReflect = qglGetUniformLocation(p->program, "DistortScaleRefractReflect");
1144 p->loc_EyePosition = qglGetUniformLocation(p->program, "EyePosition");
1145 p->loc_FogColor = qglGetUniformLocation(p->program, "FogColor");
1146 p->loc_FogHeightFade = qglGetUniformLocation(p->program, "FogHeightFade");
1147 p->loc_FogPlane = qglGetUniformLocation(p->program, "FogPlane");
1148 p->loc_FogPlaneViewDist = qglGetUniformLocation(p->program, "FogPlaneViewDist");
1149 p->loc_FogRangeRecip = qglGetUniformLocation(p->program, "FogRangeRecip");
1150 p->loc_LightColor = qglGetUniformLocation(p->program, "LightColor");
1151 p->loc_LightDir = qglGetUniformLocation(p->program, "LightDir");
1152 p->loc_LightPosition = qglGetUniformLocation(p->program, "LightPosition");
1153 p->loc_OffsetMapping_ScaleSteps = qglGetUniformLocation(p->program, "OffsetMapping_ScaleSteps");
1154 p->loc_OffsetMapping_LodDistance = qglGetUniformLocation(p->program, "OffsetMapping_LodDistance");
1155 p->loc_OffsetMapping_Bias = qglGetUniformLocation(p->program, "OffsetMapping_Bias");
1156 p->loc_PixelSize = qglGetUniformLocation(p->program, "PixelSize");
1157 p->loc_ReflectColor = qglGetUniformLocation(p->program, "ReflectColor");
1158 p->loc_ReflectFactor = qglGetUniformLocation(p->program, "ReflectFactor");
1159 p->loc_ReflectOffset = qglGetUniformLocation(p->program, "ReflectOffset");
1160 p->loc_RefractColor = qglGetUniformLocation(p->program, "RefractColor");
1161 p->loc_Saturation = qglGetUniformLocation(p->program, "Saturation");
1162 p->loc_ScreenCenterRefractReflect = qglGetUniformLocation(p->program, "ScreenCenterRefractReflect");
1163 p->loc_ScreenScaleRefractReflect = qglGetUniformLocation(p->program, "ScreenScaleRefractReflect");
1164 p->loc_ScreenToDepth = qglGetUniformLocation(p->program, "ScreenToDepth");
1165 p->loc_ShadowMap_Parameters = qglGetUniformLocation(p->program, "ShadowMap_Parameters");
1166 p->loc_ShadowMap_TextureScale = qglGetUniformLocation(p->program, "ShadowMap_TextureScale");
1167 p->loc_SpecularPower = qglGetUniformLocation(p->program, "SpecularPower");
1168 p->loc_UserVec1 = qglGetUniformLocation(p->program, "UserVec1");
1169 p->loc_UserVec2 = qglGetUniformLocation(p->program, "UserVec2");
1170 p->loc_UserVec3 = qglGetUniformLocation(p->program, "UserVec3");
1171 p->loc_UserVec4 = qglGetUniformLocation(p->program, "UserVec4");
1172 p->loc_ViewTintColor = qglGetUniformLocation(p->program, "ViewTintColor");
1173 p->loc_ViewToLight = qglGetUniformLocation(p->program, "ViewToLight");
1174 p->loc_ModelToLight = qglGetUniformLocation(p->program, "ModelToLight");
1175 p->loc_TexMatrix = qglGetUniformLocation(p->program, "TexMatrix");
1176 p->loc_BackgroundTexMatrix = qglGetUniformLocation(p->program, "BackgroundTexMatrix");
1177 p->loc_ModelViewMatrix = qglGetUniformLocation(p->program, "ModelViewMatrix");
1178 p->loc_ModelViewProjectionMatrix = qglGetUniformLocation(p->program, "ModelViewProjectionMatrix");
1179 p->loc_PixelToScreenTexCoord = qglGetUniformLocation(p->program, "PixelToScreenTexCoord");
1180 p->loc_ModelToReflectCube = qglGetUniformLocation(p->program, "ModelToReflectCube");
1181 p->loc_ShadowMapMatrix = qglGetUniformLocation(p->program, "ShadowMapMatrix");
1182 p->loc_BloomColorSubtract = qglGetUniformLocation(p->program, "BloomColorSubtract");
1183 p->loc_NormalmapScrollBlend = qglGetUniformLocation(p->program, "NormalmapScrollBlend");
1184 p->loc_BounceGridMatrix = qglGetUniformLocation(p->program, "BounceGridMatrix");
1185 p->loc_BounceGridIntensity = qglGetUniformLocation(p->program, "BounceGridIntensity");
1186 // initialize the samplers to refer to the texture units we use
1187 p->tex_Texture_First = -1;
1188 p->tex_Texture_Second = -1;
1189 p->tex_Texture_GammaRamps = -1;
1190 p->tex_Texture_Normal = -1;
1191 p->tex_Texture_Color = -1;
1192 p->tex_Texture_Gloss = -1;
1193 p->tex_Texture_Glow = -1;
1194 p->tex_Texture_SecondaryNormal = -1;
1195 p->tex_Texture_SecondaryColor = -1;
1196 p->tex_Texture_SecondaryGloss = -1;
1197 p->tex_Texture_SecondaryGlow = -1;
1198 p->tex_Texture_Pants = -1;
1199 p->tex_Texture_Shirt = -1;
1200 p->tex_Texture_FogHeightTexture = -1;
1201 p->tex_Texture_FogMask = -1;
1202 p->tex_Texture_Lightmap = -1;
1203 p->tex_Texture_Deluxemap = -1;
1204 p->tex_Texture_Attenuation = -1;
1205 p->tex_Texture_Cube = -1;
1206 p->tex_Texture_Refraction = -1;
1207 p->tex_Texture_Reflection = -1;
1208 p->tex_Texture_ShadowMap2D = -1;
1209 p->tex_Texture_CubeProjection = -1;
1210 p->tex_Texture_ScreenNormalMap = -1;
1211 p->tex_Texture_ScreenDiffuse = -1;
1212 p->tex_Texture_ScreenSpecular = -1;
1213 p->tex_Texture_ReflectMask = -1;
1214 p->tex_Texture_ReflectCube = -1;
1215 p->tex_Texture_BounceGrid = -1;
1217 if (p->loc_Texture_First >= 0) {p->tex_Texture_First = sampler;qglUniform1i(p->loc_Texture_First , sampler);sampler++;}
1218 if (p->loc_Texture_Second >= 0) {p->tex_Texture_Second = sampler;qglUniform1i(p->loc_Texture_Second , sampler);sampler++;}
1219 if (p->loc_Texture_GammaRamps >= 0) {p->tex_Texture_GammaRamps = sampler;qglUniform1i(p->loc_Texture_GammaRamps , sampler);sampler++;}
1220 if (p->loc_Texture_Normal >= 0) {p->tex_Texture_Normal = sampler;qglUniform1i(p->loc_Texture_Normal , sampler);sampler++;}
1221 if (p->loc_Texture_Color >= 0) {p->tex_Texture_Color = sampler;qglUniform1i(p->loc_Texture_Color , sampler);sampler++;}
1222 if (p->loc_Texture_Gloss >= 0) {p->tex_Texture_Gloss = sampler;qglUniform1i(p->loc_Texture_Gloss , sampler);sampler++;}
1223 if (p->loc_Texture_Glow >= 0) {p->tex_Texture_Glow = sampler;qglUniform1i(p->loc_Texture_Glow , sampler);sampler++;}
1224 if (p->loc_Texture_SecondaryNormal >= 0) {p->tex_Texture_SecondaryNormal = sampler;qglUniform1i(p->loc_Texture_SecondaryNormal , sampler);sampler++;}
1225 if (p->loc_Texture_SecondaryColor >= 0) {p->tex_Texture_SecondaryColor = sampler;qglUniform1i(p->loc_Texture_SecondaryColor , sampler);sampler++;}
1226 if (p->loc_Texture_SecondaryGloss >= 0) {p->tex_Texture_SecondaryGloss = sampler;qglUniform1i(p->loc_Texture_SecondaryGloss , sampler);sampler++;}
1227 if (p->loc_Texture_SecondaryGlow >= 0) {p->tex_Texture_SecondaryGlow = sampler;qglUniform1i(p->loc_Texture_SecondaryGlow , sampler);sampler++;}
1228 if (p->loc_Texture_Pants >= 0) {p->tex_Texture_Pants = sampler;qglUniform1i(p->loc_Texture_Pants , sampler);sampler++;}
1229 if (p->loc_Texture_Shirt >= 0) {p->tex_Texture_Shirt = sampler;qglUniform1i(p->loc_Texture_Shirt , sampler);sampler++;}
1230 if (p->loc_Texture_FogHeightTexture>= 0) {p->tex_Texture_FogHeightTexture = sampler;qglUniform1i(p->loc_Texture_FogHeightTexture, sampler);sampler++;}
1231 if (p->loc_Texture_FogMask >= 0) {p->tex_Texture_FogMask = sampler;qglUniform1i(p->loc_Texture_FogMask , sampler);sampler++;}
1232 if (p->loc_Texture_Lightmap >= 0) {p->tex_Texture_Lightmap = sampler;qglUniform1i(p->loc_Texture_Lightmap , sampler);sampler++;}
1233 if (p->loc_Texture_Deluxemap >= 0) {p->tex_Texture_Deluxemap = sampler;qglUniform1i(p->loc_Texture_Deluxemap , sampler);sampler++;}
1234 if (p->loc_Texture_Attenuation >= 0) {p->tex_Texture_Attenuation = sampler;qglUniform1i(p->loc_Texture_Attenuation , sampler);sampler++;}
1235 if (p->loc_Texture_Cube >= 0) {p->tex_Texture_Cube = sampler;qglUniform1i(p->loc_Texture_Cube , sampler);sampler++;}
1236 if (p->loc_Texture_Refraction >= 0) {p->tex_Texture_Refraction = sampler;qglUniform1i(p->loc_Texture_Refraction , sampler);sampler++;}
1237 if (p->loc_Texture_Reflection >= 0) {p->tex_Texture_Reflection = sampler;qglUniform1i(p->loc_Texture_Reflection , sampler);sampler++;}
1238 if (p->loc_Texture_ShadowMap2D >= 0) {p->tex_Texture_ShadowMap2D = sampler;qglUniform1i(p->loc_Texture_ShadowMap2D , sampler);sampler++;}
1239 if (p->loc_Texture_CubeProjection >= 0) {p->tex_Texture_CubeProjection = sampler;qglUniform1i(p->loc_Texture_CubeProjection , sampler);sampler++;}
1240 if (p->loc_Texture_ScreenNormalMap >= 0) {p->tex_Texture_ScreenNormalMap = sampler;qglUniform1i(p->loc_Texture_ScreenNormalMap , sampler);sampler++;}
1241 if (p->loc_Texture_ScreenDiffuse >= 0) {p->tex_Texture_ScreenDiffuse = sampler;qglUniform1i(p->loc_Texture_ScreenDiffuse , sampler);sampler++;}
1242 if (p->loc_Texture_ScreenSpecular >= 0) {p->tex_Texture_ScreenSpecular = sampler;qglUniform1i(p->loc_Texture_ScreenSpecular , sampler);sampler++;}
1243 if (p->loc_Texture_ReflectMask >= 0) {p->tex_Texture_ReflectMask = sampler;qglUniform1i(p->loc_Texture_ReflectMask , sampler);sampler++;}
1244 if (p->loc_Texture_ReflectCube >= 0) {p->tex_Texture_ReflectCube = sampler;qglUniform1i(p->loc_Texture_ReflectCube , sampler);sampler++;}
1245 if (p->loc_Texture_BounceGrid >= 0) {p->tex_Texture_BounceGrid = sampler;qglUniform1i(p->loc_Texture_BounceGrid , sampler);sampler++;}
1247 Con_DPrintf("^5GLSL shader %s compiled (%i textures).\n", permutationname, sampler);
1250 Con_Printf("^1GLSL shader %s failed! some features may not work properly.\n", permutationname);
1254 Mem_Free(vertexstring);
1256 Mem_Free(geometrystring);
1258 Mem_Free(fragmentstring);
1261 static void R_SetupShader_SetPermutationGLSL(unsigned int mode, unsigned int permutation)
1263 r_glsl_permutation_t *perm = R_GLSL_FindPermutation(mode, permutation);
1264 if (r_glsl_permutation != perm)
1266 r_glsl_permutation = perm;
1267 if (!r_glsl_permutation->program)
1269 if (!r_glsl_permutation->compiled)
1270 R_GLSL_CompilePermutation(perm, mode, permutation);
1271 if (!r_glsl_permutation->program)
1273 // remove features until we find a valid permutation
1275 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1277 // reduce i more quickly whenever it would not remove any bits
1278 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
1279 if (!(permutation & j))
1282 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
1283 if (!r_glsl_permutation->compiled)
1284 R_GLSL_CompilePermutation(perm, mode, permutation);
1285 if (r_glsl_permutation->program)
1288 if (i >= SHADERPERMUTATION_COUNT)
1290 //Con_Printf("Could not find a working OpenGL 2.0 shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
1291 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
1292 qglUseProgram(0);CHECKGLERROR
1293 return; // no bit left to clear, entire mode is broken
1298 qglUseProgram(r_glsl_permutation->program);CHECKGLERROR
1300 if (r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
1301 if (r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
1302 if (r_glsl_permutation->loc_ClientTime >= 0) qglUniform1f(r_glsl_permutation->loc_ClientTime, cl.time);
1309 extern LPDIRECT3DDEVICE9 vid_d3d9dev;
1310 extern D3DCAPS9 vid_d3d9caps;
1313 struct r_hlsl_permutation_s;
1314 typedef struct r_hlsl_permutation_s
1316 /// hash lookup data
1317 struct r_hlsl_permutation_s *hashnext;
1319 unsigned int permutation;
1321 /// indicates if we have tried compiling this permutation already
1323 /// NULL if compilation failed
1324 IDirect3DVertexShader9 *vertexshader;
1325 IDirect3DPixelShader9 *pixelshader;
1327 r_hlsl_permutation_t;
1329 typedef enum D3DVSREGISTER_e
1331 D3DVSREGISTER_TexMatrix = 0, // float4x4
1332 D3DVSREGISTER_BackgroundTexMatrix = 4, // float4x4
1333 D3DVSREGISTER_ModelViewProjectionMatrix = 8, // float4x4
1334 D3DVSREGISTER_ModelViewMatrix = 12, // float4x4
1335 D3DVSREGISTER_ShadowMapMatrix = 16, // float4x4
1336 D3DVSREGISTER_ModelToLight = 20, // float4x4
1337 D3DVSREGISTER_EyePosition = 24,
1338 D3DVSREGISTER_FogPlane = 25,
1339 D3DVSREGISTER_LightDir = 26,
1340 D3DVSREGISTER_LightPosition = 27,
1344 typedef enum D3DPSREGISTER_e
1346 D3DPSREGISTER_Alpha = 0,
1347 D3DPSREGISTER_BloomBlur_Parameters = 1,
1348 D3DPSREGISTER_ClientTime = 2,
1349 D3DPSREGISTER_Color_Ambient = 3,
1350 D3DPSREGISTER_Color_Diffuse = 4,
1351 D3DPSREGISTER_Color_Specular = 5,
1352 D3DPSREGISTER_Color_Glow = 6,
1353 D3DPSREGISTER_Color_Pants = 7,
1354 D3DPSREGISTER_Color_Shirt = 8,
1355 D3DPSREGISTER_DeferredColor_Ambient = 9,
1356 D3DPSREGISTER_DeferredColor_Diffuse = 10,
1357 D3DPSREGISTER_DeferredColor_Specular = 11,
1358 D3DPSREGISTER_DeferredMod_Diffuse = 12,
1359 D3DPSREGISTER_DeferredMod_Specular = 13,
1360 D3DPSREGISTER_DistortScaleRefractReflect = 14,
1361 D3DPSREGISTER_EyePosition = 15, // unused
1362 D3DPSREGISTER_FogColor = 16,
1363 D3DPSREGISTER_FogHeightFade = 17,
1364 D3DPSREGISTER_FogPlane = 18,
1365 D3DPSREGISTER_FogPlaneViewDist = 19,
1366 D3DPSREGISTER_FogRangeRecip = 20,
1367 D3DPSREGISTER_LightColor = 21,
1368 D3DPSREGISTER_LightDir = 22, // unused
1369 D3DPSREGISTER_LightPosition = 23,
1370 D3DPSREGISTER_OffsetMapping_ScaleSteps = 24,
1371 D3DPSREGISTER_PixelSize = 25,
1372 D3DPSREGISTER_ReflectColor = 26,
1373 D3DPSREGISTER_ReflectFactor = 27,
1374 D3DPSREGISTER_ReflectOffset = 28,
1375 D3DPSREGISTER_RefractColor = 29,
1376 D3DPSREGISTER_Saturation = 30,
1377 D3DPSREGISTER_ScreenCenterRefractReflect = 31,
1378 D3DPSREGISTER_ScreenScaleRefractReflect = 32,
1379 D3DPSREGISTER_ScreenToDepth = 33,
1380 D3DPSREGISTER_ShadowMap_Parameters = 34,
1381 D3DPSREGISTER_ShadowMap_TextureScale = 35,
1382 D3DPSREGISTER_SpecularPower = 36,
1383 D3DPSREGISTER_UserVec1 = 37,
1384 D3DPSREGISTER_UserVec2 = 38,
1385 D3DPSREGISTER_UserVec3 = 39,
1386 D3DPSREGISTER_UserVec4 = 40,
1387 D3DPSREGISTER_ViewTintColor = 41,
1388 D3DPSREGISTER_PixelToScreenTexCoord = 42,
1389 D3DPSREGISTER_BloomColorSubtract = 43,
1390 D3DPSREGISTER_ViewToLight = 44, // float4x4
1391 D3DPSREGISTER_ModelToReflectCube = 48, // float4x4
1392 D3DPSREGISTER_NormalmapScrollBlend = 52,
1393 D3DPSREGISTER_OffsetMapping_LodDistance = 53,
1394 D3DPSREGISTER_OffsetMapping_Bias = 54,
1399 /// information about each possible shader permutation
1400 r_hlsl_permutation_t *r_hlsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
1401 /// currently selected permutation
1402 r_hlsl_permutation_t *r_hlsl_permutation;
1403 /// storage for permutations linked in the hash table
1404 memexpandablearray_t r_hlsl_permutationarray;
1406 static r_hlsl_permutation_t *R_HLSL_FindPermutation(unsigned int mode, unsigned int permutation)
1408 //unsigned int hashdepth = 0;
1409 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
1410 r_hlsl_permutation_t *p;
1411 for (p = r_hlsl_permutationhash[mode][hashindex];p;p = p->hashnext)
1413 if (p->mode == mode && p->permutation == permutation)
1415 //if (hashdepth > 10)
1416 // Con_Printf("R_HLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
1421 p = (r_hlsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_hlsl_permutationarray);
1423 p->permutation = permutation;
1424 p->hashnext = r_hlsl_permutationhash[mode][hashindex];
1425 r_hlsl_permutationhash[mode][hashindex] = p;
1426 //if (hashdepth > 10)
1427 // Con_Printf("R_HLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
1431 static char *R_HLSL_GetText(const char *filename, qboolean printfromdisknotice)
1434 if (!filename || !filename[0])
1436 if (!strcmp(filename, "hlsl/default.hlsl"))
1438 if (!hlslshaderstring)
1440 hlslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
1441 if (hlslshaderstring)
1442 Con_DPrintf("Loading shaders from file %s...\n", filename);
1444 hlslshaderstring = (char *)builtinhlslshaderstring;
1446 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(hlslshaderstring) + 1);
1447 memcpy(shaderstring, hlslshaderstring, strlen(hlslshaderstring) + 1);
1448 return shaderstring;
1450 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
1453 if (printfromdisknotice)
1454 Con_DPrintf("from disk %s... ", filename);
1455 return shaderstring;
1457 return shaderstring;
1461 //#include <d3dx9shader.h>
1462 //#include <d3dx9mesh.h>
1464 static void R_HLSL_CacheShader(r_hlsl_permutation_t *p, const char *cachename, const char *vertstring, const char *fragstring)
1466 DWORD *vsbin = NULL;
1467 DWORD *psbin = NULL;
1468 fs_offset_t vsbinsize;
1469 fs_offset_t psbinsize;
1470 // IDirect3DVertexShader9 *vs = NULL;
1471 // IDirect3DPixelShader9 *ps = NULL;
1472 ID3DXBuffer *vslog = NULL;
1473 ID3DXBuffer *vsbuffer = NULL;
1474 ID3DXConstantTable *vsconstanttable = NULL;
1475 ID3DXBuffer *pslog = NULL;
1476 ID3DXBuffer *psbuffer = NULL;
1477 ID3DXConstantTable *psconstanttable = NULL;
1480 char temp[MAX_INPUTLINE];
1481 const char *vsversion = "vs_3_0", *psversion = "ps_3_0";
1483 qboolean debugshader = gl_paranoid.integer != 0;
1484 if (p->permutation & SHADERPERMUTATION_OFFSETMAPPING) {vsversion = "vs_3_0";psversion = "ps_3_0";}
1485 if (p->permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) {vsversion = "vs_3_0";psversion = "ps_3_0";}
1488 vsbin = (DWORD *)FS_LoadFile(va(vabuf, sizeof(vabuf), "%s.vsbin", cachename), r_main_mempool, true, &vsbinsize);
1489 psbin = (DWORD *)FS_LoadFile(va(vabuf, sizeof(vabuf), "%s.psbin", cachename), r_main_mempool, true, &psbinsize);
1491 if ((!vsbin && vertstring) || (!psbin && fragstring))
1493 const char* dllnames_d3dx9 [] =
1517 dllhandle_t d3dx9_dll = NULL;
1518 HRESULT (WINAPI *qD3DXCompileShaderFromFileA)(LPCSTR pSrcFile, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPCSTR pFunctionName, LPCSTR pProfile, DWORD Flags, LPD3DXBUFFER* ppShader, LPD3DXBUFFER* ppErrorMsgs, LPD3DXCONSTANTTABLE* ppConstantTable);
1519 HRESULT (WINAPI *qD3DXPreprocessShader)(LPCSTR pSrcData, UINT SrcDataSize, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPD3DXBUFFER* ppShaderText, LPD3DXBUFFER* ppErrorMsgs);
1520 HRESULT (WINAPI *qD3DXCompileShader)(LPCSTR pSrcData, UINT SrcDataLen, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPCSTR pFunctionName, LPCSTR pProfile, DWORD Flags, LPD3DXBUFFER* ppShader, LPD3DXBUFFER* ppErrorMsgs, LPD3DXCONSTANTTABLE* ppConstantTable);
1521 dllfunction_t d3dx9_dllfuncs[] =
1523 {"D3DXCompileShaderFromFileA", (void **) &qD3DXCompileShaderFromFileA},
1524 {"D3DXPreprocessShader", (void **) &qD3DXPreprocessShader},
1525 {"D3DXCompileShader", (void **) &qD3DXCompileShader},
1528 if (Sys_LoadLibrary(dllnames_d3dx9, &d3dx9_dll, d3dx9_dllfuncs))
1530 DWORD shaderflags = 0;
1532 shaderflags = D3DXSHADER_DEBUG | D3DXSHADER_SKIPOPTIMIZATION;
1533 vsbin = (DWORD *)Mem_Realloc(tempmempool, vsbin, 0);
1534 psbin = (DWORD *)Mem_Realloc(tempmempool, psbin, 0);
1535 if (vertstring && vertstring[0])
1539 FS_WriteFile(va(vabuf, sizeof(vabuf), "%s_vs.fx", cachename), vertstring, strlen(vertstring));
1540 vsresult = qD3DXCompileShaderFromFileA(va(vabuf, sizeof(vabuf), "%s/%s_vs.fx", fs_gamedir, cachename), NULL, NULL, "main", vsversion, shaderflags, &vsbuffer, &vslog, &vsconstanttable);
1543 vsresult = qD3DXCompileShader(vertstring, strlen(vertstring), NULL, NULL, "main", vsversion, shaderflags, &vsbuffer, &vslog, &vsconstanttable);
1546 vsbinsize = ID3DXBuffer_GetBufferSize(vsbuffer);
1547 vsbin = (DWORD *)Mem_Alloc(tempmempool, vsbinsize);
1548 memcpy(vsbin, ID3DXBuffer_GetBufferPointer(vsbuffer), vsbinsize);
1549 ID3DXBuffer_Release(vsbuffer);
1553 strlcpy(temp, (const char *)ID3DXBuffer_GetBufferPointer(vslog), min(sizeof(temp), ID3DXBuffer_GetBufferSize(vslog)));
1554 Con_DPrintf("HLSL vertex shader compile output for %s follows:\n%s\n", cachename, temp);
1555 ID3DXBuffer_Release(vslog);
1558 if (fragstring && fragstring[0])
1562 FS_WriteFile(va(vabuf, sizeof(vabuf), "%s_ps.fx", cachename), fragstring, strlen(fragstring));
1563 psresult = qD3DXCompileShaderFromFileA(va(vabuf, sizeof(vabuf), "%s/%s_ps.fx", fs_gamedir, cachename), NULL, NULL, "main", psversion, shaderflags, &psbuffer, &pslog, &psconstanttable);
1566 psresult = qD3DXCompileShader(fragstring, strlen(fragstring), NULL, NULL, "main", psversion, shaderflags, &psbuffer, &pslog, &psconstanttable);
1569 psbinsize = ID3DXBuffer_GetBufferSize(psbuffer);
1570 psbin = (DWORD *)Mem_Alloc(tempmempool, psbinsize);
1571 memcpy(psbin, ID3DXBuffer_GetBufferPointer(psbuffer), psbinsize);
1572 ID3DXBuffer_Release(psbuffer);
1576 strlcpy(temp, (const char *)ID3DXBuffer_GetBufferPointer(pslog), min(sizeof(temp), ID3DXBuffer_GetBufferSize(pslog)));
1577 Con_DPrintf("HLSL pixel shader compile output for %s follows:\n%s\n", cachename, temp);
1578 ID3DXBuffer_Release(pslog);
1581 Sys_UnloadLibrary(&d3dx9_dll);
1584 Con_DPrintf("Unable to compile shader - D3DXCompileShader function not found\n");
1588 vsresult = IDirect3DDevice9_CreateVertexShader(vid_d3d9dev, vsbin, &p->vertexshader);
1589 if (FAILED(vsresult))
1590 Con_DPrintf("HLSL CreateVertexShader failed for %s (hresult = %8x)\n", cachename, vsresult);
1591 psresult = IDirect3DDevice9_CreatePixelShader(vid_d3d9dev, psbin, &p->pixelshader);
1592 if (FAILED(psresult))
1593 Con_DPrintf("HLSL CreatePixelShader failed for %s (hresult = %8x)\n", cachename, psresult);
1595 // free the shader data
1596 vsbin = (DWORD *)Mem_Realloc(tempmempool, vsbin, 0);
1597 psbin = (DWORD *)Mem_Realloc(tempmempool, psbin, 0);
1600 static void R_HLSL_CompilePermutation(r_hlsl_permutation_t *p, unsigned int mode, unsigned int permutation)
1603 shadermodeinfo_t *modeinfo = hlslshadermodeinfo + mode;
1604 int vertstring_length = 0;
1605 int geomstring_length = 0;
1606 int fragstring_length = 0;
1608 char *vertexstring, *geometrystring, *fragmentstring;
1609 char *vertstring, *geomstring, *fragstring;
1610 char permutationname[256];
1611 char cachename[256];
1612 int vertstrings_count = 0;
1613 int geomstrings_count = 0;
1614 int fragstrings_count = 0;
1615 const char *vertstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1616 const char *geomstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1617 const char *fragstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1622 p->vertexshader = NULL;
1623 p->pixelshader = NULL;
1625 permutationname[0] = 0;
1627 vertexstring = R_HLSL_GetText(modeinfo->vertexfilename, true);
1628 geometrystring = R_HLSL_GetText(modeinfo->geometryfilename, false);
1629 fragmentstring = R_HLSL_GetText(modeinfo->fragmentfilename, false);
1631 strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
1632 strlcat(cachename, "hlsl/", sizeof(cachename));
1634 // define HLSL so that the shader can tell apart the HLSL compiler and the Cg compiler
1635 vertstrings_count = 0;
1636 geomstrings_count = 0;
1637 fragstrings_count = 0;
1638 vertstrings_list[vertstrings_count++] = "#define HLSL\n";
1639 geomstrings_list[geomstrings_count++] = "#define HLSL\n";
1640 fragstrings_list[fragstrings_count++] = "#define HLSL\n";
1642 // the first pretext is which type of shader to compile as
1643 // (later these will all be bound together as a program object)
1644 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
1645 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
1646 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
1648 // the second pretext is the mode (for example a light source)
1649 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
1650 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
1651 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
1652 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
1653 strlcat(cachename, modeinfo->name, sizeof(cachename));
1655 // now add all the permutation pretexts
1656 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1658 if (permutation & (1<<i))
1660 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
1661 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
1662 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
1663 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
1664 strlcat(cachename, shaderpermutationinfo[i].name, sizeof(cachename));
1668 // keep line numbers correct
1669 vertstrings_list[vertstrings_count++] = "\n";
1670 geomstrings_list[geomstrings_count++] = "\n";
1671 fragstrings_list[fragstrings_count++] = "\n";
1676 R_CompileShader_AddStaticParms(mode, permutation);
1677 memcpy(vertstrings_list + vertstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1678 vertstrings_count += shaderstaticparms_count;
1679 memcpy(geomstrings_list + geomstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1680 geomstrings_count += shaderstaticparms_count;
1681 memcpy(fragstrings_list + fragstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1682 fragstrings_count += shaderstaticparms_count;
1684 // replace spaces in the cachename with _ characters
1685 for (i = 0;cachename[i];i++)
1686 if (cachename[i] == ' ')
1689 // now append the shader text itself
1690 vertstrings_list[vertstrings_count++] = vertexstring;
1691 geomstrings_list[geomstrings_count++] = geometrystring;
1692 fragstrings_list[fragstrings_count++] = fragmentstring;
1694 // if any sources were NULL, clear the respective list
1696 vertstrings_count = 0;
1697 if (!geometrystring)
1698 geomstrings_count = 0;
1699 if (!fragmentstring)
1700 fragstrings_count = 0;
1702 vertstring_length = 0;
1703 for (i = 0;i < vertstrings_count;i++)
1704 vertstring_length += strlen(vertstrings_list[i]);
1705 vertstring = t = (char *)Mem_Alloc(tempmempool, vertstring_length + 1);
1706 for (i = 0;i < vertstrings_count;t += strlen(vertstrings_list[i]), i++)
1707 memcpy(t, vertstrings_list[i], strlen(vertstrings_list[i]));
1709 geomstring_length = 0;
1710 for (i = 0;i < geomstrings_count;i++)
1711 geomstring_length += strlen(geomstrings_list[i]);
1712 geomstring = t = (char *)Mem_Alloc(tempmempool, geomstring_length + 1);
1713 for (i = 0;i < geomstrings_count;t += strlen(geomstrings_list[i]), i++)
1714 memcpy(t, geomstrings_list[i], strlen(geomstrings_list[i]));
1716 fragstring_length = 0;
1717 for (i = 0;i < fragstrings_count;i++)
1718 fragstring_length += strlen(fragstrings_list[i]);
1719 fragstring = t = (char *)Mem_Alloc(tempmempool, fragstring_length + 1);
1720 for (i = 0;i < fragstrings_count;t += strlen(fragstrings_list[i]), i++)
1721 memcpy(t, fragstrings_list[i], strlen(fragstrings_list[i]));
1723 // try to load the cached shader, or generate one
1724 R_HLSL_CacheShader(p, cachename, vertstring, fragstring);
1726 if ((p->vertexshader || !vertstring[0]) && (p->pixelshader || !fragstring[0]))
1727 Con_DPrintf("^5HLSL shader %s compiled.\n", permutationname);
1729 Con_Printf("^1HLSL shader %s failed! some features may not work properly.\n", permutationname);
1733 Mem_Free(vertstring);
1735 Mem_Free(geomstring);
1737 Mem_Free(fragstring);
1739 Mem_Free(vertexstring);
1741 Mem_Free(geometrystring);
1743 Mem_Free(fragmentstring);
1746 static inline void hlslVSSetParameter16f(D3DVSREGISTER_t r, const float *a) {IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, a, 4);}
1747 static inline void hlslVSSetParameter4fv(D3DVSREGISTER_t r, const float *a) {IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, a, 1);}
1748 static inline void hlslVSSetParameter4f(D3DVSREGISTER_t r, float x, float y, float z, float w) {float temp[4];Vector4Set(temp, x, y, z, w);IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, temp, 1);}
1749 static inline void hlslVSSetParameter3f(D3DVSREGISTER_t r, float x, float y, float z) {float temp[4];Vector4Set(temp, x, y, z, 0);IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, temp, 1);}
1750 static inline void hlslVSSetParameter2f(D3DVSREGISTER_t r, float x, float y) {float temp[4];Vector4Set(temp, x, y, 0, 0);IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, temp, 1);}
1751 static inline void hlslVSSetParameter1f(D3DVSREGISTER_t r, float x) {float temp[4];Vector4Set(temp, x, 0, 0, 0);IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, temp, 1);}
1753 static inline void hlslPSSetParameter16f(D3DPSREGISTER_t r, const float *a) {IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, a, 4);}
1754 static inline void hlslPSSetParameter4fv(D3DPSREGISTER_t r, const float *a) {IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, a, 1);}
1755 static inline void hlslPSSetParameter4f(D3DPSREGISTER_t r, float x, float y, float z, float w) {float temp[4];Vector4Set(temp, x, y, z, w);IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, temp, 1);}
1756 static inline void hlslPSSetParameter3f(D3DPSREGISTER_t r, float x, float y, float z) {float temp[4];Vector4Set(temp, x, y, z, 0);IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, temp, 1);}
1757 static inline void hlslPSSetParameter2f(D3DPSREGISTER_t r, float x, float y) {float temp[4];Vector4Set(temp, x, y, 0, 0);IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, temp, 1);}
1758 static inline void hlslPSSetParameter1f(D3DPSREGISTER_t r, float x) {float temp[4];Vector4Set(temp, x, 0, 0, 0);IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, temp, 1);}
1760 void R_SetupShader_SetPermutationHLSL(unsigned int mode, unsigned int permutation)
1762 r_hlsl_permutation_t *perm = R_HLSL_FindPermutation(mode, permutation);
1763 if (r_hlsl_permutation != perm)
1765 r_hlsl_permutation = perm;
1766 if (!r_hlsl_permutation->vertexshader && !r_hlsl_permutation->pixelshader)
1768 if (!r_hlsl_permutation->compiled)
1769 R_HLSL_CompilePermutation(perm, mode, permutation);
1770 if (!r_hlsl_permutation->vertexshader && !r_hlsl_permutation->pixelshader)
1772 // remove features until we find a valid permutation
1774 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1776 // reduce i more quickly whenever it would not remove any bits
1777 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
1778 if (!(permutation & j))
1781 r_hlsl_permutation = R_HLSL_FindPermutation(mode, permutation);
1782 if (!r_hlsl_permutation->compiled)
1783 R_HLSL_CompilePermutation(perm, mode, permutation);
1784 if (r_hlsl_permutation->vertexshader || r_hlsl_permutation->pixelshader)
1787 if (i >= SHADERPERMUTATION_COUNT)
1789 //Con_Printf("Could not find a working HLSL shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
1790 r_hlsl_permutation = R_HLSL_FindPermutation(mode, permutation);
1791 return; // no bit left to clear, entire mode is broken
1795 IDirect3DDevice9_SetVertexShader(vid_d3d9dev, r_hlsl_permutation->vertexshader);
1796 IDirect3DDevice9_SetPixelShader(vid_d3d9dev, r_hlsl_permutation->pixelshader);
1798 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewProjectionMatrix, gl_modelviewprojection16f);
1799 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewMatrix, gl_modelview16f);
1800 hlslPSSetParameter1f(D3DPSREGISTER_ClientTime, cl.time);
1804 static void R_SetupShader_SetPermutationSoft(unsigned int mode, unsigned int permutation)
1806 DPSOFTRAST_SetShader(mode, permutation, r_shadow_glossexact.integer);
1807 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM1, 1, false, gl_modelviewprojection16f);
1808 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewMatrixM1, 1, false, gl_modelview16f);
1809 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_ClientTime, cl.time);
1812 void R_GLSL_Restart_f(void)
1814 unsigned int i, limit;
1815 if (glslshaderstring && glslshaderstring != builtinshaderstring)
1816 Mem_Free(glslshaderstring);
1817 glslshaderstring = NULL;
1818 if (hlslshaderstring && hlslshaderstring != builtinhlslshaderstring)
1819 Mem_Free(hlslshaderstring);
1820 hlslshaderstring = NULL;
1821 switch(vid.renderpath)
1823 case RENDERPATH_D3D9:
1826 r_hlsl_permutation_t *p;
1827 r_hlsl_permutation = NULL;
1828 limit = Mem_ExpandableArray_IndexRange(&r_hlsl_permutationarray);
1829 for (i = 0;i < limit;i++)
1831 if ((p = (r_hlsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_hlsl_permutationarray, i)))
1833 if (p->vertexshader)
1834 IDirect3DVertexShader9_Release(p->vertexshader);
1836 IDirect3DPixelShader9_Release(p->pixelshader);
1837 Mem_ExpandableArray_FreeRecord(&r_hlsl_permutationarray, (void*)p);
1840 memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
1844 case RENDERPATH_D3D10:
1845 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1847 case RENDERPATH_D3D11:
1848 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1850 case RENDERPATH_GL20:
1851 case RENDERPATH_GLES2:
1853 r_glsl_permutation_t *p;
1854 r_glsl_permutation = NULL;
1855 limit = Mem_ExpandableArray_IndexRange(&r_glsl_permutationarray);
1856 for (i = 0;i < limit;i++)
1858 if ((p = (r_glsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_glsl_permutationarray, i)))
1860 GL_Backend_FreeProgram(p->program);
1861 Mem_ExpandableArray_FreeRecord(&r_glsl_permutationarray, (void*)p);
1864 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
1867 case RENDERPATH_GL11:
1868 case RENDERPATH_GL13:
1869 case RENDERPATH_GLES1:
1871 case RENDERPATH_SOFT:
1876 static void R_GLSL_DumpShader_f(void)
1881 file = FS_OpenRealFile("glsl/default.glsl", "w", false);
1884 FS_Print(file, "/* The engine may define the following macros:\n");
1885 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
1886 for (i = 0;i < SHADERMODE_COUNT;i++)
1887 FS_Print(file, glslshadermodeinfo[i].pretext);
1888 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1889 FS_Print(file, shaderpermutationinfo[i].pretext);
1890 FS_Print(file, "*/\n");
1891 FS_Print(file, builtinshaderstring);
1893 Con_Printf("glsl/default.glsl written\n");
1896 Con_Printf("failed to write to glsl/default.glsl\n");
1898 file = FS_OpenRealFile("hlsl/default.hlsl", "w", false);
1901 FS_Print(file, "/* The engine may define the following macros:\n");
1902 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
1903 for (i = 0;i < SHADERMODE_COUNT;i++)
1904 FS_Print(file, hlslshadermodeinfo[i].pretext);
1905 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1906 FS_Print(file, shaderpermutationinfo[i].pretext);
1907 FS_Print(file, "*/\n");
1908 FS_Print(file, builtinhlslshaderstring);
1910 Con_Printf("hlsl/default.hlsl written\n");
1913 Con_Printf("failed to write to hlsl/default.hlsl\n");
1916 void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemode, int rgbscale, qboolean usegamma, qboolean notrippy, qboolean suppresstexalpha)
1918 unsigned int permutation = 0;
1919 if (r_trippy.integer && !notrippy)
1920 permutation |= SHADERPERMUTATION_TRIPPY;
1921 permutation |= SHADERPERMUTATION_VIEWTINT;
1923 permutation |= SHADERPERMUTATION_DIFFUSE;
1925 permutation |= SHADERPERMUTATION_SPECULAR;
1926 if (texturemode == GL_MODULATE)
1927 permutation |= SHADERPERMUTATION_COLORMAPPING;
1928 else if (texturemode == GL_ADD)
1929 permutation |= SHADERPERMUTATION_GLOW;
1930 else if (texturemode == GL_DECAL)
1931 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1932 if (usegamma && v_glslgamma.integer && v_glslgamma_2d.integer && !vid.sRGB2D && r_texture_gammaramps && !vid_gammatables_trivial)
1933 permutation |= SHADERPERMUTATION_GAMMARAMPS;
1934 if (suppresstexalpha)
1935 permutation |= SHADERPERMUTATION_REFLECTCUBE;
1937 texturemode = GL_MODULATE;
1938 if (vid.allowalphatocoverage)
1939 GL_AlphaToCoverage(false);
1940 switch (vid.renderpath)
1942 case RENDERPATH_D3D9:
1944 R_SetupShader_SetPermutationHLSL(SHADERMODE_GENERIC, permutation);
1945 R_Mesh_TexBind(GL20TU_FIRST , first );
1946 R_Mesh_TexBind(GL20TU_SECOND, second);
1947 if (permutation & SHADERPERMUTATION_GAMMARAMPS)
1948 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps);
1951 case RENDERPATH_D3D10:
1952 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1954 case RENDERPATH_D3D11:
1955 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1957 case RENDERPATH_GL20:
1958 case RENDERPATH_GLES2:
1959 R_SetupShader_SetPermutationGLSL(SHADERMODE_GENERIC, permutation);
1960 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , first );
1961 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second, second);
1962 if (r_glsl_permutation->tex_Texture_GammaRamps >= 0)
1963 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps);
1965 case RENDERPATH_GL13:
1966 case RENDERPATH_GLES1:
1967 R_Mesh_TexBind(0, first );
1968 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
1969 R_Mesh_TexBind(1, second);
1971 R_Mesh_TexCombine(1, texturemode, texturemode, rgbscale, 1);
1973 case RENDERPATH_GL11:
1974 R_Mesh_TexBind(0, first );
1976 case RENDERPATH_SOFT:
1977 R_SetupShader_SetPermutationSoft(SHADERMODE_GENERIC, permutation);
1978 R_Mesh_TexBind(GL20TU_FIRST , first );
1979 R_Mesh_TexBind(GL20TU_SECOND, second);
1984 void R_SetupShader_Generic_NoTexture(qboolean usegamma, qboolean notrippy)
1986 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, usegamma, notrippy, false);
1989 void R_SetupShader_DepthOrShadow(qboolean notrippy, qboolean depthrgb)
1991 unsigned int permutation = 0;
1992 if (r_trippy.integer && !notrippy)
1993 permutation |= SHADERPERMUTATION_TRIPPY;
1995 permutation |= SHADERPERMUTATION_DEPTHRGB;
1996 if (vid.allowalphatocoverage)
1997 GL_AlphaToCoverage(false);
1998 switch (vid.renderpath)
2000 case RENDERPATH_D3D9:
2002 R_SetupShader_SetPermutationHLSL(SHADERMODE_DEPTH_OR_SHADOW, permutation);
2005 case RENDERPATH_D3D10:
2006 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2008 case RENDERPATH_D3D11:
2009 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2011 case RENDERPATH_GL20:
2012 case RENDERPATH_GLES2:
2013 R_SetupShader_SetPermutationGLSL(SHADERMODE_DEPTH_OR_SHADOW, permutation);
2015 case RENDERPATH_GL13:
2016 case RENDERPATH_GLES1:
2017 R_Mesh_TexBind(0, 0);
2018 R_Mesh_TexBind(1, 0);
2020 case RENDERPATH_GL11:
2021 R_Mesh_TexBind(0, 0);
2023 case RENDERPATH_SOFT:
2024 R_SetupShader_SetPermutationSoft(SHADERMODE_DEPTH_OR_SHADOW, permutation);
2029 void R_SetupShader_ShowDepth(qboolean notrippy)
2031 int permutation = 0;
2032 if (r_trippy.integer && !notrippy)
2033 permutation |= SHADERPERMUTATION_TRIPPY;
2034 if (vid.allowalphatocoverage)
2035 GL_AlphaToCoverage(false);
2036 switch (vid.renderpath)
2038 case RENDERPATH_D3D9:
2040 R_SetupShader_SetPermutationHLSL(SHADERMODE_SHOWDEPTH, permutation);
2043 case RENDERPATH_D3D10:
2044 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2046 case RENDERPATH_D3D11:
2047 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2049 case RENDERPATH_GL20:
2050 case RENDERPATH_GLES2:
2051 R_SetupShader_SetPermutationGLSL(SHADERMODE_SHOWDEPTH, permutation);
2053 case RENDERPATH_GL13:
2054 case RENDERPATH_GLES1:
2056 case RENDERPATH_GL11:
2058 case RENDERPATH_SOFT:
2059 R_SetupShader_SetPermutationSoft(SHADERMODE_SHOWDEPTH, permutation);
2064 extern qboolean r_shadow_usingdeferredprepass;
2065 extern rtexture_t *r_shadow_attenuationgradienttexture;
2066 extern rtexture_t *r_shadow_attenuation2dtexture;
2067 extern rtexture_t *r_shadow_attenuation3dtexture;
2068 extern qboolean r_shadow_usingshadowmap2d;
2069 extern qboolean r_shadow_usingshadowmaportho;
2070 extern float r_shadow_shadowmap_texturescale[2];
2071 extern float r_shadow_shadowmap_parameters[4];
2072 extern qboolean r_shadow_shadowmapvsdct;
2073 extern rtexture_t *r_shadow_shadowmap2ddepthbuffer;
2074 extern rtexture_t *r_shadow_shadowmap2ddepthtexture;
2075 extern rtexture_t *r_shadow_shadowmapvsdcttexture;
2076 extern matrix4x4_t r_shadow_shadowmapmatrix;
2077 extern int r_shadow_shadowmaplod; // changes for each light based on distance
2078 extern int r_shadow_prepass_width;
2079 extern int r_shadow_prepass_height;
2080 extern rtexture_t *r_shadow_prepassgeometrydepthbuffer;
2081 extern rtexture_t *r_shadow_prepassgeometrynormalmaptexture;
2082 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
2083 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
2085 #define BLENDFUNC_ALLOWS_COLORMOD 1
2086 #define BLENDFUNC_ALLOWS_FOG 2
2087 #define BLENDFUNC_ALLOWS_FOG_HACK0 4
2088 #define BLENDFUNC_ALLOWS_FOG_HACKALPHA 8
2089 #define BLENDFUNC_ALLOWS_ANYFOG (BLENDFUNC_ALLOWS_FOG | BLENDFUNC_ALLOWS_FOG_HACK0 | BLENDFUNC_ALLOWS_FOG_HACKALPHA)
2090 static int R_BlendFuncFlags(int src, int dst)
2094 // a blendfunc allows colormod if:
2095 // a) it can never keep the destination pixel invariant, or
2096 // b) it can keep the destination pixel invariant, and still can do so if colormodded
2097 // this is to prevent unintended side effects from colormod
2099 // a blendfunc allows fog if:
2100 // blend(fog(src), fog(dst)) == fog(blend(src, dst))
2101 // this is to prevent unintended side effects from fog
2103 // these checks are the output of fogeval.pl
2105 r |= BLENDFUNC_ALLOWS_COLORMOD;
2106 if(src == GL_DST_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2107 if(src == GL_DST_ALPHA && dst == GL_ONE_MINUS_DST_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2108 if(src == GL_DST_COLOR && dst == GL_ONE_MINUS_SRC_ALPHA) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2109 if(src == GL_DST_COLOR && dst == GL_ONE_MINUS_SRC_COLOR) r |= BLENDFUNC_ALLOWS_FOG;
2110 if(src == GL_DST_COLOR && dst == GL_SRC_ALPHA) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2111 if(src == GL_DST_COLOR && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2112 if(src == GL_DST_COLOR && dst == GL_ZERO) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2113 if(src == GL_ONE && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2114 if(src == GL_ONE && dst == GL_ONE_MINUS_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG_HACKALPHA;
2115 if(src == GL_ONE && dst == GL_ZERO) r |= BLENDFUNC_ALLOWS_FOG;
2116 if(src == GL_ONE_MINUS_DST_ALPHA && dst == GL_DST_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2117 if(src == GL_ONE_MINUS_DST_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2118 if(src == GL_ONE_MINUS_DST_COLOR && dst == GL_SRC_COLOR) r |= BLENDFUNC_ALLOWS_FOG;
2119 if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2120 if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2121 if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2122 if(src == GL_ONE_MINUS_SRC_COLOR && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2123 if(src == GL_SRC_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2124 if(src == GL_SRC_ALPHA && dst == GL_ONE_MINUS_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2125 if(src == GL_ZERO && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG;
2126 if(src == GL_ZERO && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2131 void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass, int texturenumsurfaces, const msurface_t **texturesurfacelist, void *surfacewaterplane, qboolean notrippy)
2133 // select a permutation of the lighting shader appropriate to this
2134 // combination of texture, entity, light source, and fogging, only use the
2135 // minimum features necessary to avoid wasting rendering time in the
2136 // fragment shader on features that are not being used
2137 unsigned int permutation = 0;
2138 unsigned int mode = 0;
2140 static float dummy_colormod[3] = {1, 1, 1};
2141 float *colormod = rsurface.colormod;
2143 matrix4x4_t tempmatrix;
2144 r_waterstate_waterplane_t *waterplane = (r_waterstate_waterplane_t *)surfacewaterplane;
2145 if (r_trippy.integer && !notrippy)
2146 permutation |= SHADERPERMUTATION_TRIPPY;
2147 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
2148 permutation |= SHADERPERMUTATION_ALPHAKILL;
2149 if (rsurface.texture->r_water_waterscroll[0] && rsurface.texture->r_water_waterscroll[1])
2150 permutation |= SHADERPERMUTATION_NORMALMAPSCROLLBLEND; // todo: make generic
2151 if (rsurfacepass == RSURFPASS_BACKGROUND)
2153 // distorted background
2154 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
2156 mode = SHADERMODE_WATER;
2157 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
2158 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
2159 if((r_wateralpha.value < 1) && (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA))
2161 // this is the right thing to do for wateralpha
2162 GL_BlendFunc(GL_ONE, GL_ZERO);
2163 blendfuncflags = R_BlendFuncFlags(GL_ONE, GL_ZERO);
2167 // this is the right thing to do for entity alpha
2168 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2169 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2172 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFRACTION)
2174 mode = SHADERMODE_REFRACTION;
2175 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
2176 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
2177 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2178 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2182 mode = SHADERMODE_GENERIC;
2183 permutation |= SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_ALPHAKILL;
2184 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2185 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2187 if (vid.allowalphatocoverage)
2188 GL_AlphaToCoverage(false);
2190 else if (rsurfacepass == RSURFPASS_DEFERREDGEOMETRY)
2192 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2194 switch(rsurface.texture->offsetmapping)
2196 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2197 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2198 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2199 case OFFSETMAPPING_OFF: break;
2202 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2203 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2204 // normalmap (deferred prepass), may use alpha test on diffuse
2205 mode = SHADERMODE_DEFERREDGEOMETRY;
2206 GL_BlendFunc(GL_ONE, GL_ZERO);
2207 blendfuncflags = R_BlendFuncFlags(GL_ONE, GL_ZERO);
2208 if (vid.allowalphatocoverage)
2209 GL_AlphaToCoverage(false);
2211 else if (rsurfacepass == RSURFPASS_RTLIGHT)
2213 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2215 switch(rsurface.texture->offsetmapping)
2217 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2218 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2219 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2220 case OFFSETMAPPING_OFF: break;
2223 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2224 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2225 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
2226 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
2228 mode = SHADERMODE_LIGHTSOURCE;
2229 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
2230 permutation |= SHADERPERMUTATION_CUBEFILTER;
2231 if (diffusescale > 0)
2232 permutation |= SHADERPERMUTATION_DIFFUSE;
2233 if (specularscale > 0)
2234 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2235 if (r_refdef.fogenabled)
2236 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2237 if (rsurface.texture->colormapping)
2238 permutation |= SHADERPERMUTATION_COLORMAPPING;
2239 if (r_shadow_usingshadowmap2d)
2241 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2242 if(r_shadow_shadowmapvsdct)
2243 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
2245 if (r_shadow_shadowmap2ddepthbuffer)
2246 permutation |= SHADERPERMUTATION_DEPTHRGB;
2248 if (rsurface.texture->reflectmasktexture)
2249 permutation |= SHADERPERMUTATION_REFLECTCUBE;
2250 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
2251 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE);
2252 if (vid.allowalphatocoverage)
2253 GL_AlphaToCoverage(false);
2255 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
2257 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2259 switch(rsurface.texture->offsetmapping)
2261 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2262 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2263 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2264 case OFFSETMAPPING_OFF: break;
2267 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2268 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2269 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
2270 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
2271 // unshaded geometry (fullbright or ambient model lighting)
2272 mode = SHADERMODE_FLATCOLOR;
2273 ambientscale = diffusescale = specularscale = 0;
2274 if ((rsurface.texture->glowtexture || rsurface.texture->backgroundglowtexture) && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2275 permutation |= SHADERPERMUTATION_GLOW;
2276 if (r_refdef.fogenabled)
2277 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2278 if (rsurface.texture->colormapping)
2279 permutation |= SHADERPERMUTATION_COLORMAPPING;
2280 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
2282 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
2283 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2285 if (r_shadow_shadowmap2ddepthbuffer)
2286 permutation |= SHADERPERMUTATION_DEPTHRGB;
2288 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2289 permutation |= SHADERPERMUTATION_REFLECTION;
2290 if (rsurface.texture->reflectmasktexture)
2291 permutation |= SHADERPERMUTATION_REFLECTCUBE;
2292 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2293 blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2294 // when using alphatocoverage, we don't need alphakill
2295 if (vid.allowalphatocoverage)
2297 if (r_transparent_alphatocoverage.integer)
2299 GL_AlphaToCoverage((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
2300 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
2303 GL_AlphaToCoverage(false);
2306 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
2308 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2310 switch(rsurface.texture->offsetmapping)
2312 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2313 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2314 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2315 case OFFSETMAPPING_OFF: break;
2318 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2319 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2320 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
2321 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
2322 // directional model lighting
2323 mode = SHADERMODE_LIGHTDIRECTION;
2324 if ((rsurface.texture->glowtexture || rsurface.texture->backgroundglowtexture) && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2325 permutation |= SHADERPERMUTATION_GLOW;
2326 permutation |= SHADERPERMUTATION_DIFFUSE;
2327 if (specularscale > 0)
2328 permutation |= SHADERPERMUTATION_SPECULAR;
2329 if (r_refdef.fogenabled)
2330 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2331 if (rsurface.texture->colormapping)
2332 permutation |= SHADERPERMUTATION_COLORMAPPING;
2333 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
2335 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
2336 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2338 if (r_shadow_shadowmap2ddepthbuffer)
2339 permutation |= SHADERPERMUTATION_DEPTHRGB;
2341 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2342 permutation |= SHADERPERMUTATION_REFLECTION;
2343 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
2344 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
2345 if (rsurface.texture->reflectmasktexture)
2346 permutation |= SHADERPERMUTATION_REFLECTCUBE;
2347 if (r_shadow_bouncegridtexture && cl.csqc_vidvars.drawworld)
2349 permutation |= SHADERPERMUTATION_BOUNCEGRID;
2350 if (r_shadow_bouncegriddirectional)
2351 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
2353 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2354 blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2355 // when using alphatocoverage, we don't need alphakill
2356 if (vid.allowalphatocoverage)
2358 if (r_transparent_alphatocoverage.integer)
2360 GL_AlphaToCoverage((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
2361 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
2364 GL_AlphaToCoverage(false);
2367 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
2369 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2371 switch(rsurface.texture->offsetmapping)
2373 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2374 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2375 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2376 case OFFSETMAPPING_OFF: break;
2379 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2380 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2381 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
2382 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
2383 // ambient model lighting
2384 mode = SHADERMODE_LIGHTDIRECTION;
2385 if ((rsurface.texture->glowtexture || rsurface.texture->backgroundglowtexture) && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2386 permutation |= SHADERPERMUTATION_GLOW;
2387 if (r_refdef.fogenabled)
2388 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2389 if (rsurface.texture->colormapping)
2390 permutation |= SHADERPERMUTATION_COLORMAPPING;
2391 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
2393 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
2394 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2396 if (r_shadow_shadowmap2ddepthbuffer)
2397 permutation |= SHADERPERMUTATION_DEPTHRGB;
2399 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2400 permutation |= SHADERPERMUTATION_REFLECTION;
2401 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
2402 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
2403 if (rsurface.texture->reflectmasktexture)
2404 permutation |= SHADERPERMUTATION_REFLECTCUBE;
2405 if (r_shadow_bouncegridtexture && cl.csqc_vidvars.drawworld)
2407 permutation |= SHADERPERMUTATION_BOUNCEGRID;
2408 if (r_shadow_bouncegriddirectional)
2409 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
2411 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2412 blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2413 // when using alphatocoverage, we don't need alphakill
2414 if (vid.allowalphatocoverage)
2416 if (r_transparent_alphatocoverage.integer)
2418 GL_AlphaToCoverage((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
2419 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
2422 GL_AlphaToCoverage(false);
2427 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2429 switch(rsurface.texture->offsetmapping)
2431 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2432 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2433 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2434 case OFFSETMAPPING_OFF: break;
2437 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2438 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2439 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
2440 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
2442 if ((rsurface.texture->glowtexture || rsurface.texture->backgroundglowtexture) && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2443 permutation |= SHADERPERMUTATION_GLOW;
2444 if (r_refdef.fogenabled)
2445 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2446 if (rsurface.texture->colormapping)
2447 permutation |= SHADERPERMUTATION_COLORMAPPING;
2448 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
2450 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
2451 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2453 if (r_shadow_shadowmap2ddepthbuffer)
2454 permutation |= SHADERPERMUTATION_DEPTHRGB;
2456 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2457 permutation |= SHADERPERMUTATION_REFLECTION;
2458 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
2459 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
2460 if (rsurface.texture->reflectmasktexture)
2461 permutation |= SHADERPERMUTATION_REFLECTCUBE;
2462 if (FAKELIGHT_ENABLED)
2464 // fake lightmapping (q1bsp, q3bsp, fullbright map)
2465 mode = SHADERMODE_FAKELIGHT;
2466 permutation |= SHADERPERMUTATION_DIFFUSE;
2467 if (specularscale > 0)
2468 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2470 else if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
2472 // deluxemapping (light direction texture)
2473 if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
2474 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
2476 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
2477 permutation |= SHADERPERMUTATION_DIFFUSE;
2478 if (specularscale > 0)
2479 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2481 else if (r_glsl_deluxemapping.integer >= 2)
2483 // fake deluxemapping (uniform light direction in tangentspace)
2484 if (rsurface.uselightmaptexture)
2485 mode = SHADERMODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP;
2487 mode = SHADERMODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR;
2488 permutation |= SHADERPERMUTATION_DIFFUSE;
2489 if (specularscale > 0)
2490 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2492 else if (rsurface.uselightmaptexture)
2494 // ordinary lightmapping (q1bsp, q3bsp)
2495 mode = SHADERMODE_LIGHTMAP;
2499 // ordinary vertex coloring (q3bsp)
2500 mode = SHADERMODE_VERTEXCOLOR;
2502 if (r_shadow_bouncegridtexture && cl.csqc_vidvars.drawworld)
2504 permutation |= SHADERPERMUTATION_BOUNCEGRID;
2505 if (r_shadow_bouncegriddirectional)
2506 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
2508 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2509 blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2510 // when using alphatocoverage, we don't need alphakill
2511 if (vid.allowalphatocoverage)
2513 if (r_transparent_alphatocoverage.integer)
2515 GL_AlphaToCoverage((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
2516 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
2519 GL_AlphaToCoverage(false);
2522 if(!(blendfuncflags & BLENDFUNC_ALLOWS_COLORMOD))
2523 colormod = dummy_colormod;
2524 if(!(blendfuncflags & BLENDFUNC_ALLOWS_ANYFOG))
2525 permutation &= ~(SHADERPERMUTATION_FOGHEIGHTTEXTURE | SHADERPERMUTATION_FOGOUTSIDE | SHADERPERMUTATION_FOGINSIDE);
2526 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACKALPHA)
2527 permutation |= SHADERPERMUTATION_FOGALPHAHACK;
2528 switch(vid.renderpath)
2530 case RENDERPATH_D3D9:
2532 RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_VERTEXMESH_VERTEXCOLOR : 0) | BATCHNEED_VERTEXMESH_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_VERTEXMESH_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
2533 R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmeshbuffer);
2534 R_SetupShader_SetPermutationHLSL(mode, permutation);
2535 Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);hlslPSSetParameter16f(D3DPSREGISTER_ModelToReflectCube, m16f);
2536 if (mode == SHADERMODE_LIGHTSOURCE)
2538 Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);hlslVSSetParameter16f(D3DVSREGISTER_ModelToLight, m16f);
2539 hlslVSSetParameter3f(D3DVSREGISTER_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2543 if (mode == SHADERMODE_LIGHTDIRECTION)
2545 hlslVSSetParameter3f(D3DVSREGISTER_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
2548 Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_TexMatrix, m16f);
2549 Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_BackgroundTexMatrix, m16f);
2550 Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_ShadowMapMatrix, m16f);
2551 hlslVSSetParameter3f(D3DVSREGISTER_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2552 hlslVSSetParameter4f(D3DVSREGISTER_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
2554 if (mode == SHADERMODE_LIGHTSOURCE)
2556 hlslPSSetParameter3f(D3DPSREGISTER_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2557 hlslPSSetParameter3f(D3DPSREGISTER_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
2558 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
2559 hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2560 hlslPSSetParameter3f(D3DPSREGISTER_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale);
2562 // additive passes are only darkened by fog, not tinted
2563 hlslPSSetParameter3f(D3DPSREGISTER_FogColor, 0, 0, 0);
2564 hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2568 if (mode == SHADERMODE_FLATCOLOR)
2570 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, colormod[0], colormod[1], colormod[2]);
2572 else if (mode == SHADERMODE_LIGHTDIRECTION)
2574 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, (r_refdef.scene.ambient + rsurface.modellight_ambient[0] * r_refdef.lightmapintensity) * colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity) * colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity) * colormod[2]);
2575 hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]);
2576 hlslPSSetParameter3f(D3DPSREGISTER_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
2577 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Diffuse, colormod[0], colormod[1], colormod[2]);
2578 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Specular, specularscale, specularscale, specularscale);
2579 hlslPSSetParameter3f(D3DPSREGISTER_LightColor, rsurface.modellight_diffuse[0], rsurface.modellight_diffuse[1], rsurface.modellight_diffuse[2]);
2580 hlslPSSetParameter3f(D3DPSREGISTER_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
2584 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]);
2585 hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]);
2586 hlslPSSetParameter3f(D3DPSREGISTER_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
2587 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2588 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Specular, specularscale, specularscale, specularscale);
2590 // additive passes are only darkened by fog, not tinted
2591 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0)
2592 hlslPSSetParameter3f(D3DPSREGISTER_FogColor, 0, 0, 0);
2594 hlslPSSetParameter3f(D3DPSREGISTER_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
2595 hlslPSSetParameter4f(D3DPSREGISTER_DistortScaleRefractReflect, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor);
2596 hlslPSSetParameter4f(D3DPSREGISTER_ScreenScaleRefractReflect, r_fb.water.screenscale[0], r_fb.water.screenscale[1], r_fb.water.screenscale[0], r_fb.water.screenscale[1]);
2597 hlslPSSetParameter4f(D3DPSREGISTER_ScreenCenterRefractReflect, r_fb.water.screencenter[0], r_fb.water.screencenter[1], r_fb.water.screencenter[0], r_fb.water.screencenter[1]);
2598 hlslPSSetParameter4f(D3DPSREGISTER_RefractColor, rsurface.texture->refractcolor4f[0], rsurface.texture->refractcolor4f[1], rsurface.texture->refractcolor4f[2], rsurface.texture->refractcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2599 hlslPSSetParameter4f(D3DPSREGISTER_ReflectColor, rsurface.texture->reflectcolor4f[0], rsurface.texture->reflectcolor4f[1], rsurface.texture->reflectcolor4f[2], rsurface.texture->reflectcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2600 hlslPSSetParameter1f(D3DPSREGISTER_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
2601 hlslPSSetParameter1f(D3DPSREGISTER_ReflectOffset, rsurface.texture->reflectmin);
2602 hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, (rsurface.texture->specularpower - 1.0f) * (r_shadow_glossexact.integer ? 0.25f : 1.0f));
2603 if (mode == SHADERMODE_WATER)
2604 hlslPSSetParameter2f(D3DPSREGISTER_NormalmapScrollBlend, rsurface.texture->r_water_waterscroll[0], rsurface.texture->r_water_waterscroll[1]);
2606 hlslPSSetParameter2f(D3DPSREGISTER_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
2607 hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
2608 hlslPSSetParameter3f(D3DPSREGISTER_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
2609 hlslPSSetParameter1f(D3DPSREGISTER_Alpha, rsurface.texture->lightmapcolor[3] * ((rsurface.texture->basematerialflags & MATERIALFLAG_WATERSHADER && r_fb.water.enabled && !r_refdef.view.isoverlay) ? rsurface.texture->r_water_wateralpha : 1));
2610 hlslPSSetParameter3f(D3DPSREGISTER_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2611 if (rsurface.texture->pantstexture)
2612 hlslPSSetParameter3f(D3DPSREGISTER_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
2614 hlslPSSetParameter3f(D3DPSREGISTER_Color_Pants, 0, 0, 0);
2615 if (rsurface.texture->shirttexture)
2616 hlslPSSetParameter3f(D3DPSREGISTER_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
2618 hlslPSSetParameter3f(D3DPSREGISTER_Color_Shirt, 0, 0, 0);
2619 hlslPSSetParameter4f(D3DPSREGISTER_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
2620 hlslPSSetParameter1f(D3DPSREGISTER_FogPlaneViewDist, rsurface.fogplaneviewdist);
2621 hlslPSSetParameter1f(D3DPSREGISTER_FogRangeRecip, rsurface.fograngerecip);
2622 hlslPSSetParameter1f(D3DPSREGISTER_FogHeightFade, rsurface.fogheightfade);
2623 hlslPSSetParameter4f(D3DPSREGISTER_OffsetMapping_ScaleSteps,
2624 r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale,
2625 max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2626 1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2627 max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer)
2629 hlslPSSetParameter1f(D3DPSREGISTER_OffsetMapping_LodDistance, r_glsl_offsetmapping_lod_distance.integer * r_refdef.view.quality);
2630 hlslPSSetParameter1f(D3DPSREGISTER_OffsetMapping_Bias, rsurface.texture->offsetbias);
2631 hlslPSSetParameter2f(D3DPSREGISTER_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
2632 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
2634 R_Mesh_TexBind(GL20TU_NORMAL , rsurface.texture->nmaptexture );
2635 R_Mesh_TexBind(GL20TU_COLOR , rsurface.texture->basetexture );
2636 R_Mesh_TexBind(GL20TU_GLOSS , rsurface.texture->glosstexture );
2637 R_Mesh_TexBind(GL20TU_GLOW , rsurface.texture->glowtexture );
2638 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL , rsurface.texture->backgroundnmaptexture );
2639 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR , rsurface.texture->backgroundbasetexture );
2640 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS , rsurface.texture->backgroundglosstexture );
2641 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW , rsurface.texture->backgroundglowtexture );
2642 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_PANTS , rsurface.texture->pantstexture );
2643 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_SHIRT , rsurface.texture->shirttexture );
2644 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTMASK , rsurface.texture->reflectmasktexture );
2645 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTCUBE , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
2646 if (permutation & SHADERPERMUTATION_FOGHEIGHTTEXTURE) R_Mesh_TexBind(GL20TU_FOGHEIGHTTEXTURE , r_texture_fogheighttexture );
2647 if (permutation & (SHADERPERMUTATION_FOGINSIDE | SHADERPERMUTATION_FOGOUTSIDE)) R_Mesh_TexBind(GL20TU_FOGMASK , r_texture_fogattenuation );
2648 R_Mesh_TexBind(GL20TU_LIGHTMAP , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
2649 R_Mesh_TexBind(GL20TU_DELUXEMAP , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
2650 if (rsurface.rtlight ) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
2651 if (rsurfacepass == RSURFPASS_BACKGROUND)
2653 R_Mesh_TexBind(GL20TU_REFRACTION , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);
2654 if(mode == SHADERMODE_GENERIC) R_Mesh_TexBind(GL20TU_FIRST , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);
2655 R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2659 if (permutation & SHADERPERMUTATION_REFLECTION ) R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2661 // if (rsurfacepass == RSURFPASS_DEFERREDLIGHT ) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
2662 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE , r_shadow_prepasslightingdiffusetexture );
2663 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENSPECULAR , r_shadow_prepasslightingspeculartexture );
2664 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
2666 R_Mesh_TexBind(GL20TU_SHADOWMAP2D, r_shadow_shadowmap2ddepthtexture);
2667 if (rsurface.rtlight)
2669 if (permutation & SHADERPERMUTATION_CUBEFILTER ) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
2670 if (permutation & SHADERPERMUTATION_SHADOWMAPVSDCT ) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
2675 case RENDERPATH_D3D10:
2676 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2678 case RENDERPATH_D3D11:
2679 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2681 case RENDERPATH_GL20:
2682 case RENDERPATH_GLES2:
2683 if (!vid.useinterleavedarrays)
2685 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_ARRAY_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
2686 R_Mesh_VertexPointer( 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
2687 R_Mesh_ColorPointer( 4, GL_FLOAT, sizeof(float[4]), rsurface.batchlightmapcolor4f, rsurface.batchlightmapcolor4f_vertexbuffer, rsurface.batchlightmapcolor4f_bufferoffset);
2688 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
2689 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchsvector3f, rsurface.batchsvector3f_vertexbuffer, rsurface.batchsvector3f_bufferoffset);
2690 R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchtvector3f, rsurface.batchtvector3f_vertexbuffer, rsurface.batchtvector3f_bufferoffset);
2691 R_Mesh_TexCoordPointer(3, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchnormal3f, rsurface.batchnormal3f_vertexbuffer, rsurface.batchnormal3f_bufferoffset);
2692 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
2696 RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_VERTEXMESH_VERTEXCOLOR : 0) | BATCHNEED_VERTEXMESH_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_VERTEXMESH_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
2697 R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmeshbuffer);
2699 R_SetupShader_SetPermutationGLSL(mode, permutation);
2700 if (r_glsl_permutation->loc_ModelToReflectCube >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ModelToReflectCube, 1, false, m16f);}
2701 if (mode == SHADERMODE_LIGHTSOURCE)
2703 if (r_glsl_permutation->loc_ModelToLight >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ModelToLight, 1, false, m16f);}
2704 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3f(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2705 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3f(r_glsl_permutation->loc_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
2706 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
2707 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2708 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale);
2710 // additive passes are only darkened by fog, not tinted
2711 if (r_glsl_permutation->loc_FogColor >= 0)
2712 qglUniform3f(r_glsl_permutation->loc_FogColor, 0, 0, 0);
2713 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1f(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2717 if (mode == SHADERMODE_FLATCOLOR)
2719 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, colormod[0], colormod[1], colormod[2]);
2721 else if (mode == SHADERMODE_LIGHTDIRECTION)
2723 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, (r_refdef.scene.ambient + rsurface.modellight_ambient[0] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[2]);
2724 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]);
2725 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
2726 if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Diffuse, colormod[0], colormod[1], colormod[2]);
2727 if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Specular, specularscale, specularscale, specularscale);
2728 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3f(r_glsl_permutation->loc_LightColor, rsurface.modellight_diffuse[0] * r_refdef.scene.rtlightstylevalue[0], rsurface.modellight_diffuse[1] * r_refdef.scene.rtlightstylevalue[0], rsurface.modellight_diffuse[2] * r_refdef.scene.rtlightstylevalue[0]);
2729 if (r_glsl_permutation->loc_LightDir >= 0) qglUniform3f(r_glsl_permutation->loc_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
2733 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]);
2734 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]);
2735 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
2736 if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2737 if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Specular, specularscale, specularscale, specularscale);
2739 // additive passes are only darkened by fog, not tinted
2740 if (r_glsl_permutation->loc_FogColor >= 0)
2742 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0)
2743 qglUniform3f(r_glsl_permutation->loc_FogColor, 0, 0, 0);
2745 qglUniform3f(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
2747 if (r_glsl_permutation->loc_DistortScaleRefractReflect >= 0) qglUniform4f(r_glsl_permutation->loc_DistortScaleRefractReflect, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor);
2748 if (r_glsl_permutation->loc_ScreenScaleRefractReflect >= 0) qglUniform4f(r_glsl_permutation->loc_ScreenScaleRefractReflect, r_fb.water.screenscale[0], r_fb.water.screenscale[1], r_fb.water.screenscale[0], r_fb.water.screenscale[1]);
2749 if (r_glsl_permutation->loc_ScreenCenterRefractReflect >= 0) qglUniform4f(r_glsl_permutation->loc_ScreenCenterRefractReflect, r_fb.water.screencenter[0], r_fb.water.screencenter[1], r_fb.water.screencenter[0], r_fb.water.screencenter[1]);
2750 if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4f(r_glsl_permutation->loc_RefractColor, rsurface.texture->refractcolor4f[0], rsurface.texture->refractcolor4f[1], rsurface.texture->refractcolor4f[2], rsurface.texture->refractcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2751 if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4f(r_glsl_permutation->loc_ReflectColor, rsurface.texture->reflectcolor4f[0], rsurface.texture->reflectcolor4f[1], rsurface.texture->reflectcolor4f[2], rsurface.texture->reflectcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2752 if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1f(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
2753 if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1f(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
2754 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1f(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2755 if (r_glsl_permutation->loc_NormalmapScrollBlend >= 0) qglUniform2f(r_glsl_permutation->loc_NormalmapScrollBlend, rsurface.texture->r_water_waterscroll[0], rsurface.texture->r_water_waterscroll[1]);
2757 if (r_glsl_permutation->loc_TexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_TexMatrix, 1, false, m16f);}
2758 if (r_glsl_permutation->loc_BackgroundTexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_BackgroundTexMatrix, 1, false, m16f);}
2759 if (r_glsl_permutation->loc_ShadowMapMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ShadowMapMatrix, 1, false, m16f);}
2760 if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform2f(r_glsl_permutation->loc_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
2761 if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4f(r_glsl_permutation->loc_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
2763 if (r_glsl_permutation->loc_Color_Glow >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
2764 if (r_glsl_permutation->loc_Alpha >= 0) qglUniform1f(r_glsl_permutation->loc_Alpha, rsurface.texture->lightmapcolor[3] * ((rsurface.texture->basematerialflags & MATERIALFLAG_WATERSHADER && r_fb.water.enabled && !r_refdef.view.isoverlay) ? rsurface.texture->r_water_wateralpha : 1));
2765 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3f(r_glsl_permutation->loc_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2766 if (r_glsl_permutation->loc_Color_Pants >= 0)
2768 if (rsurface.texture->pantstexture)
2769 qglUniform3f(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
2771 qglUniform3f(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
2773 if (r_glsl_permutation->loc_Color_Shirt >= 0)
2775 if (rsurface.texture->shirttexture)
2776 qglUniform3f(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
2778 qglUniform3f(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
2780 if (r_glsl_permutation->loc_FogPlane >= 0) qglUniform4f(r_glsl_permutation->loc_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
2781 if (r_glsl_permutation->loc_FogPlaneViewDist >= 0) qglUniform1f(r_glsl_permutation->loc_FogPlaneViewDist, rsurface.fogplaneviewdist);
2782 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1f(r_glsl_permutation->loc_FogRangeRecip, rsurface.fograngerecip);
2783 if (r_glsl_permutation->loc_FogHeightFade >= 0) qglUniform1f(r_glsl_permutation->loc_FogHeightFade, rsurface.fogheightfade);
2784 if (r_glsl_permutation->loc_OffsetMapping_ScaleSteps >= 0) qglUniform4f(r_glsl_permutation->loc_OffsetMapping_ScaleSteps,
2785 r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale,
2786 max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2787 1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2788 max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer)
2790 if (r_glsl_permutation->loc_OffsetMapping_LodDistance >= 0) qglUniform1f(r_glsl_permutation->loc_OffsetMapping_LodDistance, r_glsl_offsetmapping_lod_distance.integer * r_refdef.view.quality);
2791 if (r_glsl_permutation->loc_OffsetMapping_Bias >= 0) qglUniform1f(r_glsl_permutation->loc_OffsetMapping_Bias, rsurface.texture->offsetbias);
2792 if (r_glsl_permutation->loc_ScreenToDepth >= 0) qglUniform2f(r_glsl_permutation->loc_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
2793 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
2794 if (r_glsl_permutation->loc_BounceGridMatrix >= 0) {Matrix4x4_Concat(&tempmatrix, &r_shadow_bouncegridmatrix, &rsurface.matrix);Matrix4x4_ToArrayFloatGL(&tempmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_BounceGridMatrix, 1, false, m16f);}
2795 if (r_glsl_permutation->loc_BounceGridIntensity >= 0) qglUniform1f(r_glsl_permutation->loc_BounceGridIntensity, r_shadow_bouncegridintensity*r_refdef.view.colorscale);
2797 if (r_glsl_permutation->tex_Texture_First >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , r_texture_white );
2798 if (r_glsl_permutation->tex_Texture_Second >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second , r_texture_white );
2799 if (r_glsl_permutation->tex_Texture_GammaRamps >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps , r_texture_gammaramps );
2800 if (r_glsl_permutation->tex_Texture_Normal >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Normal , rsurface.texture->nmaptexture );
2801 if (r_glsl_permutation->tex_Texture_Color >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Color , rsurface.texture->basetexture );
2802 if (r_glsl_permutation->tex_Texture_Gloss >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Gloss , rsurface.texture->glosstexture );
2803 if (r_glsl_permutation->tex_Texture_Glow >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Glow , rsurface.texture->glowtexture );
2804 if (r_glsl_permutation->tex_Texture_SecondaryNormal >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryNormal , rsurface.texture->backgroundnmaptexture );
2805 if (r_glsl_permutation->tex_Texture_SecondaryColor >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryColor , rsurface.texture->backgroundbasetexture );
2806 if (r_glsl_permutation->tex_Texture_SecondaryGloss >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryGloss , rsurface.texture->backgroundglosstexture );
2807 if (r_glsl_permutation->tex_Texture_SecondaryGlow >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryGlow , rsurface.texture->backgroundglowtexture );
2808 if (r_glsl_permutation->tex_Texture_Pants >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Pants , rsurface.texture->pantstexture );
2809 if (r_glsl_permutation->tex_Texture_Shirt >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Shirt , rsurface.texture->shirttexture );
2810 if (r_glsl_permutation->tex_Texture_ReflectMask >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ReflectMask , rsurface.texture->reflectmasktexture );
2811 if (r_glsl_permutation->tex_Texture_ReflectCube >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ReflectCube , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
2812 if (r_glsl_permutation->tex_Texture_FogHeightTexture>= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_FogHeightTexture , r_texture_fogheighttexture );
2813 if (r_glsl_permutation->tex_Texture_FogMask >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_FogMask , r_texture_fogattenuation );
2814 if (r_glsl_permutation->tex_Texture_Lightmap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Lightmap , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
2815 if (r_glsl_permutation->tex_Texture_Deluxemap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Deluxemap , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
2816 if (r_glsl_permutation->tex_Texture_Attenuation >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Attenuation , r_shadow_attenuationgradienttexture );
2817 if (rsurfacepass == RSURFPASS_BACKGROUND)
2819 if (r_glsl_permutation->tex_Texture_Refraction >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Refraction , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);
2820 if (r_glsl_permutation->tex_Texture_First >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);
2821 if (r_glsl_permutation->tex_Texture_Reflection >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Reflection , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2825 if (r_glsl_permutation->tex_Texture_Reflection >= 0 && waterplane) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Reflection , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2827 if (r_glsl_permutation->tex_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenNormalMap , r_shadow_prepassgeometrynormalmaptexture );
2828 if (r_glsl_permutation->tex_Texture_ScreenDiffuse >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenDiffuse , r_shadow_prepasslightingdiffusetexture );
2829 if (r_glsl_permutation->tex_Texture_ScreenSpecular >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenSpecular , r_shadow_prepasslightingspeculartexture );
2830 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
2832 if (r_glsl_permutation->tex_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ShadowMap2D, r_shadow_shadowmap2ddepthtexture );
2833 if (rsurface.rtlight)
2835 if (r_glsl_permutation->tex_Texture_Cube >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Cube , rsurface.rtlight->currentcubemap );
2836 if (r_glsl_permutation->tex_Texture_CubeProjection >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );
2839 if (r_glsl_permutation->tex_Texture_BounceGrid >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_BounceGrid, r_shadow_bouncegridtexture);
2842 case RENDERPATH_GL11:
2843 case RENDERPATH_GL13:
2844 case RENDERPATH_GLES1:
2846 case RENDERPATH_SOFT:
2847 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_ARRAY_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
2848 R_Mesh_PrepareVertices_Mesh_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchsvector3f, rsurface.batchtvector3f, rsurface.batchnormal3f, rsurface.batchlightmapcolor4f, rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordlightmap2f);
2849 R_SetupShader_SetPermutationSoft(mode, permutation);
2850 {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelToReflectCubeM1, 1, false, m16f);}
2851 if (mode == SHADERMODE_LIGHTSOURCE)
2853 {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelToLightM1, 1, false, m16f);}
2854 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2855 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
2856 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
2857 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2858 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale);
2860 // additive passes are only darkened by fog, not tinted
2861 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_FogColor, 0, 0, 0);
2862 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2866 if (mode == SHADERMODE_FLATCOLOR)
2868 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, colormod[0], colormod[1], colormod[2]);
2870 else if (mode == SHADERMODE_LIGHTDIRECTION)
2872 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, (r_refdef.scene.ambient + rsurface.modellight_ambient[0] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[2]);
2873 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]);
2874 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
2875 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Diffuse, colormod[0], colormod[1], colormod[2]);
2876 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Specular, specularscale, specularscale, specularscale);
2877 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightColor, rsurface.modellight_diffuse[0] * r_refdef.scene.rtlightstylevalue[0], rsurface.modellight_diffuse[1] * r_refdef.scene.rtlightstylevalue[0], rsurface.modellight_diffuse[2] * r_refdef.scene.rtlightstylevalue[0]);
2878 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
2882 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]);
2883 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]);
2884 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
2885 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2886 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Specular, specularscale, specularscale, specularscale);
2888 // additive passes are only darkened by fog, not tinted
2889 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0)
2890 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_FogColor, 0, 0, 0);
2892 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
2893 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_DistortScaleRefractReflect, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor);
2894 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ScreenScaleRefractReflect, r_fb.water.screenscale[0], r_fb.water.screenscale[1], r_fb.water.screenscale[0], r_fb.water.screenscale[1]);
2895 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ScreenCenterRefractReflect, r_fb.water.screencenter[0], r_fb.water.screencenter[1], r_fb.water.screencenter[0], r_fb.water.screencenter[1]);
2896 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_RefractColor, rsurface.texture->refractcolor4f[0], rsurface.texture->refractcolor4f[1], rsurface.texture->refractcolor4f[2], rsurface.texture->refractcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2897 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ReflectColor, rsurface.texture->reflectcolor4f[0], rsurface.texture->reflectcolor4f[1], rsurface.texture->reflectcolor4f[2], rsurface.texture->reflectcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2898 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
2899 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_ReflectOffset, rsurface.texture->reflectmin);
2900 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2901 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_NormalmapScrollBlend, rsurface.texture->r_water_waterscroll[0], rsurface.texture->r_water_waterscroll[1]);
2903 {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_TexMatrixM1, 1, false, m16f);}
2904 {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_BackgroundTexMatrixM1, 1, false, m16f);}
2905 {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ShadowMapMatrixM1, 1, false, m16f);}
2906 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
2907 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
2909 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
2910 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_Alpha, rsurface.texture->lightmapcolor[3] * ((rsurface.texture->basematerialflags & MATERIALFLAG_WATERSHADER && r_fb.water.enabled && !r_refdef.view.isoverlay) ? rsurface.texture->r_water_wateralpha : 1));
2911 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2912 if (DPSOFTRAST_UNIFORM_Color_Pants >= 0)
2914 if (rsurface.texture->pantstexture)
2915 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
2917 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Pants, 0, 0, 0);
2919 if (DPSOFTRAST_UNIFORM_Color_Shirt >= 0)
2921 if (rsurface.texture->shirttexture)
2922 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
2924 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Shirt, 0, 0, 0);
2926 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
2927 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_FogPlaneViewDist, rsurface.fogplaneviewdist);
2928 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_FogRangeRecip, rsurface.fograngerecip);
2929 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_FogHeightFade, rsurface.fogheightfade);
2930 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_OffsetMapping_ScaleSteps,
2931 r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale,
2932 max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2933 1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2934 max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer)
2936 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_OffsetMapping_LodDistance, r_glsl_offsetmapping_lod_distance.integer * r_refdef.view.quality);
2937 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_OffsetMapping_Bias, rsurface.texture->offsetbias);
2938 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
2939 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
2941 R_Mesh_TexBind(GL20TU_NORMAL , rsurface.texture->nmaptexture );
2942 R_Mesh_TexBind(GL20TU_COLOR , rsurface.texture->basetexture );
2943 R_Mesh_TexBind(GL20TU_GLOSS , rsurface.texture->glosstexture );
2944 R_Mesh_TexBind(GL20TU_GLOW , rsurface.texture->glowtexture );
2945 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL , rsurface.texture->backgroundnmaptexture );
2946 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR , rsurface.texture->backgroundbasetexture );
2947 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS , rsurface.texture->backgroundglosstexture );
2948 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW , rsurface.texture->backgroundglowtexture );
2949 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_PANTS , rsurface.texture->pantstexture );
2950 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_SHIRT , rsurface.texture->shirttexture );
2951 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTMASK , rsurface.texture->reflectmasktexture );
2952 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTCUBE , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
2953 if (permutation & SHADERPERMUTATION_FOGHEIGHTTEXTURE) R_Mesh_TexBind(GL20TU_FOGHEIGHTTEXTURE , r_texture_fogheighttexture );
2954 if (permutation & (SHADERPERMUTATION_FOGINSIDE | SHADERPERMUTATION_FOGOUTSIDE)) R_Mesh_TexBind(GL20TU_FOGMASK , r_texture_fogattenuation );
2955 R_Mesh_TexBind(GL20TU_LIGHTMAP , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
2956 R_Mesh_TexBind(GL20TU_DELUXEMAP , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
2957 if (rsurface.rtlight ) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
2958 if (rsurfacepass == RSURFPASS_BACKGROUND)
2960 R_Mesh_TexBind(GL20TU_REFRACTION , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);
2961 if(mode == SHADERMODE_GENERIC) R_Mesh_TexBind(GL20TU_FIRST , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);
2962 R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2966 if (permutation & SHADERPERMUTATION_REFLECTION ) R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2968 // if (rsurfacepass == RSURFPASS_DEFERREDLIGHT ) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
2969 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE , r_shadow_prepasslightingdiffusetexture );
2970 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENSPECULAR , r_shadow_prepasslightingspeculartexture );
2971 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
2973 R_Mesh_TexBind(GL20TU_SHADOWMAP2D, r_shadow_shadowmap2ddepthtexture);
2974 if (rsurface.rtlight)
2976 if (permutation & SHADERPERMUTATION_CUBEFILTER ) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
2977 if (permutation & SHADERPERMUTATION_SHADOWMAPVSDCT ) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
2984 void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
2986 // select a permutation of the lighting shader appropriate to this
2987 // combination of texture, entity, light source, and fogging, only use the
2988 // minimum features necessary to avoid wasting rendering time in the
2989 // fragment shader on features that are not being used
2990 unsigned int permutation = 0;
2991 unsigned int mode = 0;
2992 const float *lightcolorbase = rtlight->currentcolor;
2993 float ambientscale = rtlight->ambientscale;
2994 float diffusescale = rtlight->diffusescale;
2995 float specularscale = rtlight->specularscale;
2996 // this is the location of the light in view space
2997 vec3_t viewlightorigin;
2998 // this transforms from view space (camera) to light space (cubemap)
2999 matrix4x4_t viewtolight;
3000 matrix4x4_t lighttoview;
3001 float viewtolight16f[16];
3003 mode = SHADERMODE_DEFERREDLIGHTSOURCE;
3004 if (rtlight->currentcubemap != r_texture_whitecube)
3005 permutation |= SHADERPERMUTATION_CUBEFILTER;
3006 if (diffusescale > 0)
3007 permutation |= SHADERPERMUTATION_DIFFUSE;
3008 if (specularscale > 0 && r_shadow_gloss.integer > 0)
3009 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
3010 if (r_shadow_usingshadowmap2d)
3012 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
3013 if (r_shadow_shadowmapvsdct)
3014 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
3016 if (r_shadow_shadowmap2ddepthbuffer)
3017 permutation |= SHADERPERMUTATION_DEPTHRGB;
3019 if (vid.allowalphatocoverage)
3020 GL_AlphaToCoverage(false);
3021 Matrix4x4_Transform(&r_refdef.view.viewport.viewmatrix, rtlight->shadoworigin, viewlightorigin);
3022 Matrix4x4_Concat(&lighttoview, &r_refdef.view.viewport.viewmatrix, &rtlight->matrix_lighttoworld);
3023 Matrix4x4_Invert_Simple(&viewtolight, &lighttoview);
3024 Matrix4x4_ToArrayFloatGL(&viewtolight, viewtolight16f);
3025 switch(vid.renderpath)
3027 case RENDERPATH_D3D9:
3029 R_SetupShader_SetPermutationHLSL(mode, permutation);
3030 hlslPSSetParameter3f(D3DPSREGISTER_LightPosition, viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
3031 hlslPSSetParameter16f(D3DPSREGISTER_ViewToLight, viewtolight16f);
3032 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Ambient , lightcolorbase[0] * ambientscale , lightcolorbase[1] * ambientscale , lightcolorbase[2] * ambientscale );
3033 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale , lightcolorbase[1] * diffusescale , lightcolorbase[2] * diffusescale );
3034 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Specular, lightcolorbase[0] * specularscale, lightcolorbase[1] * specularscale, lightcolorbase[2] * specularscale);
3035 hlslPSSetParameter2f(D3DPSREGISTER_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
3036 hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
3037 hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
3038 hlslPSSetParameter2f(D3DPSREGISTER_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
3039 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
3041 R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
3042 R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
3043 R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
3044 R_Mesh_TexBind(GL20TU_SHADOWMAP2D , r_shadow_shadowmap2ddepthtexture );
3045 R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
3048 case RENDERPATH_D3D10:
3049 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3051 case RENDERPATH_D3D11:
3052 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3054 case RENDERPATH_GL20:
3055 case RENDERPATH_GLES2:
3056 R_SetupShader_SetPermutationGLSL(mode, permutation);
3057 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3f( r_glsl_permutation->loc_LightPosition , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
3058 if (r_glsl_permutation->loc_ViewToLight >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ViewToLight , 1, false, viewtolight16f);
3059 if (r_glsl_permutation->loc_DeferredColor_Ambient >= 0) qglUniform3f( r_glsl_permutation->loc_DeferredColor_Ambient , lightcolorbase[0] * ambientscale , lightcolorbase[1] * ambientscale , lightcolorbase[2] * ambientscale );
3060 if (r_glsl_permutation->loc_DeferredColor_Diffuse >= 0) qglUniform3f( r_glsl_permutation->loc_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale , lightcolorbase[1] * diffusescale , lightcolorbase[2] * diffusescale );
3061 if (r_glsl_permutation->loc_DeferredColor_Specular >= 0) qglUniform3f( r_glsl_permutation->loc_DeferredColor_Specular , lightcolorbase[0] * specularscale, lightcolorbase[1] * specularscale, lightcolorbase[2] * specularscale);
3062 if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform2f( r_glsl_permutation->loc_ShadowMap_TextureScale , r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
3063 if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4f( r_glsl_permutation->loc_ShadowMap_Parameters , r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
3064 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1f( r_glsl_permutation->loc_SpecularPower , (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
3065 if (r_glsl_permutation->loc_ScreenToDepth >= 0) qglUniform2f( r_glsl_permutation->loc_ScreenToDepth , r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
3066 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f( r_glsl_permutation->loc_PixelToScreenTexCoord , 1.0f/vid.width, 1.0f/vid.height);
3068 if (r_glsl_permutation->tex_Texture_Attenuation >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Attenuation , r_shadow_attenuationgradienttexture );
3069 if (r_glsl_permutation->tex_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenNormalMap , r_shadow_prepassgeometrynormalmaptexture );
3070 if (r_glsl_permutation->tex_Texture_Cube >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Cube , rsurface.rtlight->currentcubemap );
3071 if (r_glsl_permutation->tex_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ShadowMap2D , r_shadow_shadowmap2ddepthtexture );
3072 if (r_glsl_permutation->tex_Texture_CubeProjection >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );
3074 case RENDERPATH_GL11:
3075 case RENDERPATH_GL13:
3076 case RENDERPATH_GLES1:
3078 case RENDERPATH_SOFT:
3079 R_SetupShader_SetPermutationGLSL(mode, permutation);
3080 DPSOFTRAST_Uniform3f( DPSOFTRAST_UNIFORM_LightPosition , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
3081 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ViewToLightM1 , 1, false, viewtolight16f);
3082 DPSOFTRAST_Uniform3f( DPSOFTRAST_UNIFORM_DeferredColor_Ambient , lightcolorbase[0] * ambientscale , lightcolorbase[1] * ambientscale , lightcolorbase[2] * ambientscale );
3083 DPSOFTRAST_Uniform3f( DPSOFTRAST_UNIFORM_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale , lightcolorbase[1] * diffusescale , lightcolorbase[2] * diffusescale );
3084 DPSOFTRAST_Uniform3f( DPSOFTRAST_UNIFORM_DeferredColor_Specular , lightcolorbase[0] * specularscale, lightcolorbase[1] * specularscale, lightcolorbase[2] * specularscale);
3085 DPSOFTRAST_Uniform2f( DPSOFTRAST_UNIFORM_ShadowMap_TextureScale , r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
3086 DPSOFTRAST_Uniform4f( DPSOFTRAST_UNIFORM_ShadowMap_Parameters , r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
3087 DPSOFTRAST_Uniform1f( DPSOFTRAST_UNIFORM_SpecularPower , (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
3088 DPSOFTRAST_Uniform2f( DPSOFTRAST_UNIFORM_ScreenToDepth , r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
3089 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
3091 R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
3092 R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
3093 R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
3094 R_Mesh_TexBind(GL20TU_SHADOWMAP2D , r_shadow_shadowmap2ddepthtexture );
3095 R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
3100 #define SKINFRAME_HASH 1024
3104 int loadsequence; // incremented each level change
3105 memexpandablearray_t array;
3106 skinframe_t *hash[SKINFRAME_HASH];
3109 r_skinframe_t r_skinframe;
3111 void R_SkinFrame_PrepareForPurge(void)
3113 r_skinframe.loadsequence++;
3114 // wrap it without hitting zero
3115 if (r_skinframe.loadsequence >= 200)
3116 r_skinframe.loadsequence = 1;
3119 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
3123 // mark the skinframe as used for the purging code
3124 skinframe->loadsequence = r_skinframe.loadsequence;
3127 void R_SkinFrame_Purge(void)
3131 for (i = 0;i < SKINFRAME_HASH;i++)
3133 for (s = r_skinframe.hash[i];s;s = s->next)
3135 if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
3137 if (s->merged == s->base)
3139 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
3140 R_PurgeTexture(s->stain );s->stain = NULL;
3141 R_PurgeTexture(s->merged);s->merged = NULL;
3142 R_PurgeTexture(s->base );s->base = NULL;
3143 R_PurgeTexture(s->pants );s->pants = NULL;
3144 R_PurgeTexture(s->shirt );s->shirt = NULL;
3145 R_PurgeTexture(s->nmap );s->nmap = NULL;
3146 R_PurgeTexture(s->gloss );s->gloss = NULL;
3147 R_PurgeTexture(s->glow );s->glow = NULL;
3148 R_PurgeTexture(s->fog );s->fog = NULL;
3149 R_PurgeTexture(s->reflect);s->reflect = NULL;
3150 s->loadsequence = 0;
3156 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
3158 char basename[MAX_QPATH];
3160 Image_StripImageExtension(name, basename, sizeof(basename));
3162 if( last == NULL ) {
3164 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
3165 item = r_skinframe.hash[hashindex];
3170 // linearly search through the hash bucket
3171 for( ; item ; item = item->next ) {
3172 if( !strcmp( item->basename, basename ) ) {
3179 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
3183 char basename[MAX_QPATH];
3185 Image_StripImageExtension(name, basename, sizeof(basename));
3187 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
3188 for (item = r_skinframe.hash[hashindex];item;item = item->next)
3189 if (!strcmp(item->basename, basename) && (comparecrc < 0 || (item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)))
3193 rtexture_t *dyntexture;
3194 // check whether its a dynamic texture
3195 dyntexture = CL_GetDynTexture( basename );
3196 if (!add && !dyntexture)
3198 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
3199 memset(item, 0, sizeof(*item));
3200 strlcpy(item->basename, basename, sizeof(item->basename));
3201 item->base = dyntexture; // either NULL or dyntexture handle
3202 item->textureflags = textureflags & ~TEXF_FORCE_RELOAD;
3203 item->comparewidth = comparewidth;
3204 item->compareheight = compareheight;
3205 item->comparecrc = comparecrc;
3206 item->next = r_skinframe.hash[hashindex];
3207 r_skinframe.hash[hashindex] = item;
3209 else if (textureflags & TEXF_FORCE_RELOAD)
3211 rtexture_t *dyntexture;
3212 // check whether its a dynamic texture
3213 dyntexture = CL_GetDynTexture( basename );
3214 if (!add && !dyntexture)
3216 if (item->merged == item->base)
3217 item->merged = NULL;
3218 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
3219 R_PurgeTexture(item->stain );item->stain = NULL;
3220 R_PurgeTexture(item->merged);item->merged = NULL;
3221 R_PurgeTexture(item->base );item->base = NULL;
3222 R_PurgeTexture(item->pants );item->pants = NULL;
3223 R_PurgeTexture(item->shirt );item->shirt = NULL;
3224 R_PurgeTexture(item->nmap );item->nmap = NULL;
3225 R_PurgeTexture(item->gloss );item->gloss = NULL;
3226 R_PurgeTexture(item->glow );item->glow = NULL;
3227 R_PurgeTexture(item->fog );item->fog = NULL;
3228 R_PurgeTexture(item->reflect);item->reflect = NULL;
3229 item->loadsequence = 0;
3231 else if( item->base == NULL )
3233 rtexture_t *dyntexture;
3234 // check whether its a dynamic texture
3235 // this only needs to be done because Purge doesnt delete skinframes - only sets the texture pointers to NULL and we need to restore it before returing.. [11/29/2007 Black]
3236 dyntexture = CL_GetDynTexture( basename );
3237 item->base = dyntexture; // either NULL or dyntexture handle
3240 R_SkinFrame_MarkUsed(item);
3244 #define R_SKINFRAME_LOAD_AVERAGE_COLORS(cnt, getpixel) \
3246 unsigned long long avgcolor[5], wsum; \
3254 for(pix = 0; pix < cnt; ++pix) \
3257 for(comp = 0; comp < 3; ++comp) \
3259 if(w) /* ignore perfectly black pixels because that is better for model skins */ \
3262 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
3264 for(comp = 0; comp < 3; ++comp) \
3265 avgcolor[comp] += getpixel * w; \
3268 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
3269 avgcolor[4] += getpixel; \
3271 if(avgcolor[3] == 0) /* no pixels seen? even worse */ \
3273 skinframe->avgcolor[0] = avgcolor[2] / (255.0 * avgcolor[3]); \
3274 skinframe->avgcolor[1] = avgcolor[1] / (255.0 * avgcolor[3]); \
3275 skinframe->avgcolor[2] = avgcolor[0] / (255.0 * avgcolor[3]); \
3276 skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \
3279 extern cvar_t gl_picmip;
3280 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
3283 unsigned char *pixels;
3284 unsigned char *bumppixels;
3285 unsigned char *basepixels = NULL;
3286 int basepixels_width = 0;
3287 int basepixels_height = 0;
3288 skinframe_t *skinframe;
3289 rtexture_t *ddsbase = NULL;
3290 qboolean ddshasalpha = false;
3291 float ddsavgcolor[4];
3292 char basename[MAX_QPATH];
3293 int miplevel = R_PicmipForFlags(textureflags);
3294 int savemiplevel = miplevel;
3298 if (cls.state == ca_dedicated)
3301 // return an existing skinframe if already loaded
3302 // if loading of the first image fails, don't make a new skinframe as it
3303 // would cause all future lookups of this to be missing
3304 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
3305 if (skinframe && skinframe->base)
3308 Image_StripImageExtension(name, basename, sizeof(basename));
3310 // check for DDS texture file first
3311 if (!r_loaddds || !(ddsbase = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s.dds", basename), vid.sRGB3D, textureflags, &ddshasalpha, ddsavgcolor, miplevel, false)))
3313 basepixels = loadimagepixelsbgra(name, complain, true, false, &miplevel);
3314 if (basepixels == NULL)
3318 // FIXME handle miplevel
3320 if (developer_loading.integer)
3321 Con_Printf("loading skin \"%s\"\n", name);
3323 // we've got some pixels to store, so really allocate this new texture now
3325 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
3326 textureflags &= ~TEXF_FORCE_RELOAD;
3327 skinframe->stain = NULL;
3328 skinframe->merged = NULL;
3329 skinframe->base = NULL;
3330 skinframe->pants = NULL;
3331 skinframe->shirt = NULL;
3332 skinframe->nmap = NULL;
3333 skinframe->gloss = NULL;
3334 skinframe->glow = NULL;
3335 skinframe->fog = NULL;
3336 skinframe->reflect = NULL;
3337 skinframe->hasalpha = false;
3341 skinframe->base = ddsbase;
3342 skinframe->hasalpha = ddshasalpha;
3343 VectorCopy(ddsavgcolor, skinframe->avgcolor);
3344 if (r_loadfog && skinframe->hasalpha)
3345 skinframe->fog = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_mask.dds", skinframe->basename), false, textureflags | TEXF_ALPHA, NULL, NULL, miplevel, true);
3346 //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
3350 basepixels_width = image_width;
3351 basepixels_height = image_height;
3352 skinframe->base = R_LoadTexture2D (r_main_texturepool, skinframe->basename, basepixels_width, basepixels_height, basepixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), miplevel, NULL);
3353 if (textureflags & TEXF_ALPHA)
3355 for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
3357 if (basepixels[j] < 255)
3359 skinframe->hasalpha = true;
3363 if (r_loadfog && skinframe->hasalpha)
3365 // has transparent pixels
3366 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
3367 for (j = 0;j < image_width * image_height * 4;j += 4)
3372 pixels[j+3] = basepixels[j+3];
3374 skinframe->fog = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_mask", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), miplevel, NULL);
3378 R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
3380 //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
3381 if (r_savedds && qglGetCompressedTexImageARB && skinframe->base)
3382 R_SaveTextureDDSFile(skinframe->base, va(vabuf, sizeof(vabuf), "dds/%s.dds", skinframe->basename), r_texture_dds_save.integer < 2, skinframe->hasalpha);
3383 if (r_savedds && qglGetCompressedTexImageARB && skinframe->fog)
3384 R_SaveTextureDDSFile(skinframe->fog, va(vabuf, sizeof(vabuf), "dds/%s_mask.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3390 mymiplevel = savemiplevel;
3391 if (r_loadnormalmap)
3392 skinframe->nmap = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_norm.dds", skinframe->basename), false, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), NULL, NULL, mymiplevel, true);
3393 skinframe->glow = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_glow.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
3395 skinframe->gloss = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_gloss.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
3396 skinframe->pants = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_pants.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
3397 skinframe->shirt = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_shirt.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
3398 skinframe->reflect = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_reflect.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
3401 // _norm is the name used by tenebrae and has been adopted as standard
3402 if (r_loadnormalmap && skinframe->nmap == NULL)
3404 mymiplevel = savemiplevel;
3405 if ((pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_norm", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
3407 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3411 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_bump", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
3413 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
3414 Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
3415 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3417 Mem_Free(bumppixels);
3419 else if (r_shadow_bumpscale_basetexture.value > 0)
3421 pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
3422 Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
3423 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), basepixels_width, basepixels_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3427 if (r_savedds && qglGetCompressedTexImageARB && skinframe->nmap)
3428 R_SaveTextureDDSFile(skinframe->nmap, va(vabuf, sizeof(vabuf), "dds/%s_norm.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3432 // _luma is supported only for tenebrae compatibility
3433 // _glow is the preferred name
3434 mymiplevel = savemiplevel;
3435 if (skinframe->glow == NULL && ((pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_glow", skinframe->basename), false, false, false, &mymiplevel)) || (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_luma", skinframe->basename), false, false, false, &mymiplevel))))
3437 skinframe->glow = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_glow", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_glow.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3439 if (r_savedds && qglGetCompressedTexImageARB && skinframe->glow)
3440 R_SaveTextureDDSFile(skinframe->glow, va(vabuf, sizeof(vabuf), "dds/%s_glow.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3442 Mem_Free(pixels);pixels = NULL;
3445 mymiplevel = savemiplevel;
3446 if (skinframe->gloss == NULL && r_loadgloss && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_gloss", skinframe->basename), false, false, false, &mymiplevel)))
3448 skinframe->gloss = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_gloss", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (gl_texturecompression_gloss.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3450 if (r_savedds && qglGetCompressedTexImageARB && skinframe->gloss)
3451 R_SaveTextureDDSFile(skinframe->gloss, va(vabuf, sizeof(vabuf), "dds/%s_gloss.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3457 mymiplevel = savemiplevel;
3458 if (skinframe->pants == NULL && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_pants", skinframe->basename), false, false, false, &mymiplevel)))
3460 skinframe->pants = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_pants", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3462 if (r_savedds && qglGetCompressedTexImageARB && skinframe->pants)
3463 R_SaveTextureDDSFile(skinframe->pants, va(vabuf, sizeof(vabuf), "dds/%s_pants.dds", skinframe->basename), r_texture_dds_save.integer < 2, false);
3469 mymiplevel = savemiplevel;
3470 if (skinframe->shirt == NULL && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_shirt", skinframe->basename), false, false, false, &mymiplevel)))
3472 skinframe->shirt = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_shirt", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3474 if (r_savedds && qglGetCompressedTexImageARB && skinframe->shirt)
3475 R_SaveTextureDDSFile(skinframe->shirt, va(vabuf, sizeof(vabuf), "dds/%s_shirt.dds", skinframe->basename), r_texture_dds_save.integer < 2, false);
3481 mymiplevel = savemiplevel;
3482 if (skinframe->reflect == NULL && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_reflect", skinframe->basename), false, false, false, &mymiplevel)))
3484 skinframe->reflect = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_reflect", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_reflectmask.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3486 if (r_savedds && qglGetCompressedTexImageARB && skinframe->reflect)
3487 R_SaveTextureDDSFile(skinframe->reflect, va(vabuf, sizeof(vabuf), "dds/%s_reflect.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3494 Mem_Free(basepixels);
3499 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
3500 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height, qboolean sRGB)
3503 unsigned char *temp1, *temp2;
3504 skinframe_t *skinframe;
3507 if (cls.state == ca_dedicated)
3510 // if already loaded just return it, otherwise make a new skinframe
3511 skinframe = R_SkinFrame_Find(name, textureflags, width, height, (textureflags & TEXF_FORCE_RELOAD) ? -1 : skindata ? CRC_Block(skindata, width*height*4) : 0, true);
3512 if (skinframe->base)
3514 textureflags &= ~TEXF_FORCE_RELOAD;
3516 skinframe->stain = NULL;
3517 skinframe->merged = NULL;
3518 skinframe->base = NULL;
3519 skinframe->pants = NULL;
3520 skinframe->shirt = NULL;
3521 skinframe->nmap = NULL;
3522 skinframe->gloss = NULL;
3523 skinframe->glow = NULL;
3524 skinframe->fog = NULL;
3525 skinframe->reflect = NULL;
3526 skinframe->hasalpha = false;
3528 // if no data was provided, then clearly the caller wanted to get a blank skinframe
3532 if (developer_loading.integer)
3533 Con_Printf("loading 32bit skin \"%s\"\n", name);
3535 if (r_loadnormalmap && r_shadow_bumpscale_basetexture.value > 0)
3537 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
3538 temp2 = temp1 + width * height * 4;
3539 Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
3540 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, (textureflags | TEXF_ALPHA) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), -1, NULL);
3543 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, sRGB ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags, -1, NULL);
3544 if (textureflags & TEXF_ALPHA)
3546 for (i = 3;i < width * height * 4;i += 4)
3548 if (skindata[i] < 255)
3550 skinframe->hasalpha = true;
3554 if (r_loadfog && skinframe->hasalpha)
3556 unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
3557 memcpy(fogpixels, skindata, width * height * 4);
3558 for (i = 0;i < width * height * 4;i += 4)
3559 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
3560 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, textureflags, -1, NULL);
3561 Mem_Free(fogpixels);
3565 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, skindata[4 * pix + comp]);
3566 //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
3571 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
3575 skinframe_t *skinframe;
3577 if (cls.state == ca_dedicated)
3580 // if already loaded just return it, otherwise make a new skinframe
3581 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
3582 if (skinframe->base)
3584 //textureflags &= ~TEXF_FORCE_RELOAD;
3586 skinframe->stain = NULL;
3587 skinframe->merged = NULL;
3588 skinframe->base = NULL;
3589 skinframe->pants = NULL;
3590 skinframe->shirt = NULL;
3591 skinframe->nmap = NULL;
3592 skinframe->gloss = NULL;
3593 skinframe->glow = NULL;
3594 skinframe->fog = NULL;
3595 skinframe->reflect = NULL;
3596 skinframe->hasalpha = false;
3598 // if no data was provided, then clearly the caller wanted to get a blank skinframe
3602 if (developer_loading.integer)
3603 Con_Printf("loading quake skin \"%s\"\n", name);
3605 // we actually don't upload anything until the first use, because mdl skins frequently go unused, and are almost never used in both modes (colormapped and non-colormapped)
3606 skinframe->qpixels = (unsigned char *)Mem_Alloc(r_main_mempool, width*height); // FIXME LEAK
3607 memcpy(skinframe->qpixels, skindata, width*height);
3608 skinframe->qwidth = width;
3609 skinframe->qheight = height;
3612 for (i = 0;i < width * height;i++)
3613 featuresmask |= palette_featureflags[skindata[i]];
3615 skinframe->hasalpha = false;
3616 skinframe->qhascolormapping = loadpantsandshirt && (featuresmask & (PALETTEFEATURE_PANTS | PALETTEFEATURE_SHIRT));
3617 skinframe->qgeneratenmap = r_shadow_bumpscale_basetexture.value > 0;
3618 skinframe->qgeneratemerged = true;
3619 skinframe->qgeneratebase = skinframe->qhascolormapping;
3620 skinframe->qgenerateglow = loadglowtexture && (featuresmask & PALETTEFEATURE_GLOW);
3622 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette_bgra_complete)[skindata[pix]*4 + comp]);
3623 //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
3628 static void R_SkinFrame_GenerateTexturesFromQPixels(skinframe_t *skinframe, qboolean colormapped)
3632 unsigned char *skindata;
3635 if (!skinframe->qpixels)
3638 if (!skinframe->qhascolormapping)
3639 colormapped = false;
3643 if (!skinframe->qgeneratebase)
3648 if (!skinframe->qgeneratemerged)
3652 width = skinframe->qwidth;
3653 height = skinframe->qheight;
3654 skindata = skinframe->qpixels;
3656 if (skinframe->qgeneratenmap)
3658 unsigned char *temp1, *temp2;
3659 skinframe->qgeneratenmap = false;
3660 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
3661 temp2 = temp1 + width * height * 4;
3662 // use either a custom palette or the quake palette
3663 Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
3664 Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
3665 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, (skinframe->textureflags | TEXF_ALPHA) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), -1, NULL);
3669 if (skinframe->qgenerateglow)
3671 skinframe->qgenerateglow = false;
3672 skinframe->glow = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_glow", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_onlyfullbrights); // glow
3677 skinframe->qgeneratebase = false;
3678 skinframe->base = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nospecial", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, skinframe->glow ? palette_bgra_nocolormapnofullbrights : palette_bgra_nocolormap);
3679 skinframe->pants = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_pants", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_pantsaswhite);
3680 skinframe->shirt = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_shirt", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_shirtaswhite);
3684 skinframe->qgeneratemerged = false;
3685 skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, skinframe->glow ? palette_bgra_nofullbrights : palette_bgra_complete);
3688 if (!skinframe->qgeneratemerged && !skinframe->qgeneratebase)
3690 Mem_Free(skinframe->qpixels);
3691 skinframe->qpixels = NULL;
3695 skinframe_t *R_SkinFrame_LoadInternal8bit(const char *name, int textureflags, const unsigned char *skindata, int width, int height, const unsigned int *palette, const unsigned int *alphapalette)
3698 skinframe_t *skinframe;
3701 if (cls.state == ca_dedicated)
3704 // if already loaded just return it, otherwise make a new skinframe
3705 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
3706 if (skinframe->base)
3708 textureflags &= ~TEXF_FORCE_RELOAD;
3710 skinframe->stain = NULL;
3711 skinframe->merged = NULL;
3712 skinframe->base = NULL;
3713 skinframe->pants = NULL;
3714 skinframe->shirt = NULL;
3715 skinframe->nmap = NULL;
3716 skinframe->gloss = NULL;
3717 skinframe->glow = NULL;
3718 skinframe->fog = NULL;
3719 skinframe->reflect = NULL;
3720 skinframe->hasalpha = false;
3722 // if no data was provided, then clearly the caller wanted to get a blank skinframe
3726 if (developer_loading.integer)
3727 Con_Printf("loading embedded 8bit image \"%s\"\n", name);
3729 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, palette);
3730 if (textureflags & TEXF_ALPHA)
3732 for (i = 0;i < width * height;i++)
3734 if (((unsigned char *)palette)[skindata[i]*4+3] < 255)
3736 skinframe->hasalpha = true;
3740 if (r_loadfog && skinframe->hasalpha)
3741 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_fog", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, alphapalette);
3744 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
3745 //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
3750 skinframe_t *R_SkinFrame_LoadMissing(void)
3752 skinframe_t *skinframe;
3754 if (cls.state == ca_dedicated)
3757 skinframe = R_SkinFrame_Find("missing", TEXF_FORCENEAREST, 0, 0, 0, true);
3758 skinframe->stain = NULL;
3759 skinframe->merged = NULL;
3760 skinframe->base = NULL;
3761 skinframe->pants = NULL;
3762 skinframe->shirt = NULL;
3763 skinframe->nmap = NULL;
3764 skinframe->gloss = NULL;
3765 skinframe->glow = NULL;
3766 skinframe->fog = NULL;
3767 skinframe->reflect = NULL;
3768 skinframe->hasalpha = false;
3770 skinframe->avgcolor[0] = rand() / RAND_MAX;
3771 skinframe->avgcolor[1] = rand() / RAND_MAX;
3772 skinframe->avgcolor[2] = rand() / RAND_MAX;
3773 skinframe->avgcolor[3] = 1;
3778 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
3779 typedef struct suffixinfo_s
3782 qboolean flipx, flipy, flipdiagonal;
3785 static suffixinfo_t suffix[3][6] =
3788 {"px", false, false, false},
3789 {"nx", false, false, false},
3790 {"py", false, false, false},
3791 {"ny", false, false, false},
3792 {"pz", false, false, false},
3793 {"nz", false, false, false}
3796 {"posx", false, false, false},
3797 {"negx", false, false, false},
3798 {"posy", false, false, false},
3799 {"negy", false, false, false},
3800 {"posz", false, false, false},
3801 {"negz", false, false, false}
3804 {"rt", true, false, true},
3805 {"lf", false, true, true},
3806 {"ft", true, true, false},
3807 {"bk", false, false, false},
3808 {"up", true, false, true},
3809 {"dn", true, false, true}
3813 static int componentorder[4] = {0, 1, 2, 3};
3815 static rtexture_t *R_LoadCubemap(const char *basename)
3817 int i, j, cubemapsize;
3818 unsigned char *cubemappixels, *image_buffer;
3819 rtexture_t *cubemaptexture;
3821 // must start 0 so the first loadimagepixels has no requested width/height
3823 cubemappixels = NULL;
3824 cubemaptexture = NULL;
3825 // keep trying different suffix groups (posx, px, rt) until one loads
3826 for (j = 0;j < 3 && !cubemappixels;j++)
3828 // load the 6 images in the suffix group
3829 for (i = 0;i < 6;i++)
3831 // generate an image name based on the base and and suffix
3832 dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
3834 if ((image_buffer = loadimagepixelsbgra(name, false, false, false, NULL)))
3836 // an image loaded, make sure width and height are equal
3837 if (image_width == image_height && (!cubemappixels || image_width == cubemapsize))
3839 // if this is the first image to load successfully, allocate the cubemap memory
3840 if (!cubemappixels && image_width >= 1)
3842 cubemapsize = image_width;
3843 // note this clears to black, so unavailable sides are black
3844 cubemappixels = (unsigned char *)Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
3846 // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
3848 Image_CopyMux(cubemappixels+i*cubemapsize*cubemapsize*4, image_buffer, cubemapsize, cubemapsize, suffix[j][i].flipx, suffix[j][i].flipy, suffix[j][i].flipdiagonal, 4, 4, componentorder);
3851 Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
3853 Mem_Free(image_buffer);
3857 // if a cubemap loaded, upload it
3860 if (developer_loading.integer)
3861 Con_Printf("loading cubemap \"%s\"\n", basename);
3863 cubemaptexture = R_LoadTextureCubeMap(r_main_texturepool, basename, cubemapsize, cubemappixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, (gl_texturecompression_lightcubemaps.integer && gl_texturecompression.integer ? TEXF_COMPRESS : 0) | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
3864 Mem_Free(cubemappixels);
3868 Con_DPrintf("failed to load cubemap \"%s\"\n", basename);
3869 if (developer_loading.integer)
3871 Con_Printf("(tried tried images ");
3872 for (j = 0;j < 3;j++)
3873 for (i = 0;i < 6;i++)
3874 Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
3875 Con_Print(" and was unable to find any of them).\n");
3878 return cubemaptexture;
3881 rtexture_t *R_GetCubemap(const char *basename)
3884 for (i = 0;i < r_texture_numcubemaps;i++)
3885 if (r_texture_cubemaps[i] != NULL)
3886 if (!strcasecmp(r_texture_cubemaps[i]->basename, basename))
3887 return r_texture_cubemaps[i]->texture ? r_texture_cubemaps[i]->texture : r_texture_whitecube;
3888 if (i >= MAX_CUBEMAPS || !r_main_mempool)
3889 return r_texture_whitecube;
3890 r_texture_numcubemaps++;
3891 r_texture_cubemaps[i] = (cubemapinfo_t *)Mem_Alloc(r_main_mempool, sizeof(cubemapinfo_t));
3892 strlcpy(r_texture_cubemaps[i]->basename, basename, sizeof(r_texture_cubemaps[i]->basename));
3893 r_texture_cubemaps[i]->texture = R_LoadCubemap(r_texture_cubemaps[i]->basename);
3894 return r_texture_cubemaps[i]->texture;
3897 static void R_Main_FreeViewCache(void)
3899 if (r_refdef.viewcache.entityvisible)
3900 Mem_Free(r_refdef.viewcache.entityvisible);
3901 if (r_refdef.viewcache.world_pvsbits)
3902 Mem_Free(r_refdef.viewcache.world_pvsbits);
3903 if (r_refdef.viewcache.world_leafvisible)
3904 Mem_Free(r_refdef.viewcache.world_leafvisible);
3905 if (r_refdef.viewcache.world_surfacevisible)
3906 Mem_Free(r_refdef.viewcache.world_surfacevisible);
3907 memset(&r_refdef.viewcache, 0, sizeof(r_refdef.viewcache));
3910 static void R_Main_ResizeViewCache(void)
3912 int numentities = r_refdef.scene.numentities;
3913 int numclusters = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusters : 1;
3914 int numclusterbytes = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusterbytes : 1;
3915 int numleafs = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_leafs : 1;
3916 int numsurfaces = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->num_surfaces : 1;
3917 if (r_refdef.viewcache.maxentities < numentities)
3919 r_refdef.viewcache.maxentities = numentities;
3920 if (r_refdef.viewcache.entityvisible)
3921 Mem_Free(r_refdef.viewcache.entityvisible);
3922 r_refdef.viewcache.entityvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.maxentities);
3924 if (r_refdef.viewcache.world_numclusters != numclusters)
3926 r_refdef.viewcache.world_numclusters = numclusters;
3927 r_refdef.viewcache.world_numclusterbytes = numclusterbytes;
3928 if (r_refdef.viewcache.world_pvsbits)
3929 Mem_Free(r_refdef.viewcache.world_pvsbits);
3930 r_refdef.viewcache.world_pvsbits = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numclusterbytes);
3932 if (r_refdef.viewcache.world_numleafs != numleafs)
3934 r_refdef.viewcache.world_numleafs = numleafs;
3935 if (r_refdef.viewcache.world_leafvisible)
3936 Mem_Free(r_refdef.viewcache.world_leafvisible);
3937 r_refdef.viewcache.world_leafvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numleafs);
3939 if (r_refdef.viewcache.world_numsurfaces != numsurfaces)
3941 r_refdef.viewcache.world_numsurfaces = numsurfaces;
3942 if (r_refdef.viewcache.world_surfacevisible)
3943 Mem_Free(r_refdef.viewcache.world_surfacevisible);
3944 r_refdef.viewcache.world_surfacevisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numsurfaces);
3948 extern rtexture_t *loadingscreentexture;
3949 static void gl_main_start(void)
3951 loadingscreentexture = NULL;
3952 r_texture_blanknormalmap = NULL;
3953 r_texture_white = NULL;
3954 r_texture_grey128 = NULL;
3955 r_texture_black = NULL;
3956 r_texture_whitecube = NULL;
3957 r_texture_normalizationcube = NULL;
3958 r_texture_fogattenuation = NULL;
3959 r_texture_fogheighttexture = NULL;
3960 r_texture_gammaramps = NULL;
3961 r_texture_numcubemaps = 0;
3963 r_loaddds = r_texture_dds_load.integer != 0;
3964 r_savedds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_save.integer;
3966 switch(vid.renderpath)
3968 case RENDERPATH_GL20:
3969 case RENDERPATH_D3D9:
3970 case RENDERPATH_D3D10:
3971 case RENDERPATH_D3D11:
3972 case RENDERPATH_SOFT:
3973 case RENDERPATH_GLES2:
3974 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
3975 Cvar_SetValueQuick(&gl_combine, 1);
3976 Cvar_SetValueQuick(&r_glsl, 1);
3977 r_loadnormalmap = true;
3981 case RENDERPATH_GL13:
3982 case RENDERPATH_GLES1:
3983 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
3984 Cvar_SetValueQuick(&gl_combine, 1);
3985 Cvar_SetValueQuick(&r_glsl, 0);
3986 r_loadnormalmap = false;
3987 r_loadgloss = false;
3990 case RENDERPATH_GL11:
3991 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
3992 Cvar_SetValueQuick(&gl_combine, 0);
3993 Cvar_SetValueQuick(&r_glsl, 0);
3994 r_loadnormalmap = false;
3995 r_loadgloss = false;
4001 R_FrameData_Reset();
4005 memset(r_queries, 0, sizeof(r_queries));
4007 r_qwskincache = NULL;
4008 r_qwskincache_size = 0;
4010 // due to caching of texture_t references, the collision cache must be reset
4011 Collision_Cache_Reset(true);
4013 // set up r_skinframe loading system for textures
4014 memset(&r_skinframe, 0, sizeof(r_skinframe));
4015 r_skinframe.loadsequence = 1;
4016 Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
4018 r_main_texturepool = R_AllocTexturePool();
4019 R_BuildBlankTextures();
4021 if (vid.support.arb_texture_cube_map)
4024 R_BuildNormalizationCube();
4026 r_texture_fogattenuation = NULL;
4027 r_texture_fogheighttexture = NULL;
4028 r_texture_gammaramps = NULL;
4029 //r_texture_fogintensity = NULL;
4030 memset(&r_fb, 0, sizeof(r_fb));
4031 r_glsl_permutation = NULL;
4032 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
4033 Mem_ExpandableArray_NewArray(&r_glsl_permutationarray, r_main_mempool, sizeof(r_glsl_permutation_t), 256);
4034 glslshaderstring = NULL;
4036 r_hlsl_permutation = NULL;
4037 memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
4038 Mem_ExpandableArray_NewArray(&r_hlsl_permutationarray, r_main_mempool, sizeof(r_hlsl_permutation_t), 256);
4040 hlslshaderstring = NULL;
4041 memset(&r_svbsp, 0, sizeof (r_svbsp));
4043 memset(r_texture_cubemaps, 0, sizeof(r_texture_cubemaps));
4044 r_texture_numcubemaps = 0;
4046 r_refdef.fogmasktable_density = 0;
4049 static void gl_main_shutdown(void)
4052 R_FrameData_Reset();
4054 R_Main_FreeViewCache();
4056 switch(vid.renderpath)
4058 case RENDERPATH_GL11:
4059 case RENDERPATH_GL13:
4060 case RENDERPATH_GL20:
4061 case RENDERPATH_GLES1:
4062 case RENDERPATH_GLES2:
4063 #ifdef GL_SAMPLES_PASSED_ARB
4065 qglDeleteQueriesARB(r_maxqueries, r_queries);
4068 case RENDERPATH_D3D9:
4069 //Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4071 case RENDERPATH_D3D10:
4072 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4074 case RENDERPATH_D3D11:
4075 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4077 case RENDERPATH_SOFT:
4083 memset(r_queries, 0, sizeof(r_queries));
4085 r_qwskincache = NULL;
4086 r_qwskincache_size = 0;
4088 // clear out the r_skinframe state
4089 Mem_ExpandableArray_FreeArray(&r_skinframe.array);
4090 memset(&r_skinframe, 0, sizeof(r_skinframe));
4093 Mem_Free(r_svbsp.nodes);
4094 memset(&r_svbsp, 0, sizeof (r_svbsp));
4095 R_FreeTexturePool(&r_main_texturepool);
4096 loadingscreentexture = NULL;
4097 r_texture_blanknormalmap = NULL;
4098 r_texture_white = NULL;
4099 r_texture_grey128 = NULL;
4100 r_texture_black = NULL;
4101 r_texture_whitecube = NULL;
4102 r_texture_normalizationcube = NULL;
4103 r_texture_fogattenuation = NULL;
4104 r_texture_fogheighttexture = NULL;
4105 r_texture_gammaramps = NULL;
4106 r_texture_numcubemaps = 0;
4107 //r_texture_fogintensity = NULL;
4108 memset(&r_fb, 0, sizeof(r_fb));
4111 r_glsl_permutation = NULL;
4112 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
4113 Mem_ExpandableArray_FreeArray(&r_glsl_permutationarray);
4114 glslshaderstring = NULL;
4116 r_hlsl_permutation = NULL;
4117 memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
4118 Mem_ExpandableArray_FreeArray(&r_hlsl_permutationarray);
4120 hlslshaderstring = NULL;
4123 static void gl_main_newmap(void)
4125 // FIXME: move this code to client
4126 char *entities, entname[MAX_QPATH];
4128 Mem_Free(r_qwskincache);
4129 r_qwskincache = NULL;
4130 r_qwskincache_size = 0;
4133 dpsnprintf(entname, sizeof(entname), "%s.ent", cl.worldnamenoextension);
4134 if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
4136 CL_ParseEntityLump(entities);
4140 if (cl.worldmodel->brush.entities)
4141 CL_ParseEntityLump(cl.worldmodel->brush.entities);
4143 R_Main_FreeViewCache();
4145 R_FrameData_Reset();
4148 void GL_Main_Init(void)
4150 r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
4152 Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
4153 Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
4154 // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
4155 if (gamemode == GAME_NEHAHRA)
4157 Cvar_RegisterVariable (&gl_fogenable);
4158 Cvar_RegisterVariable (&gl_fogdensity);
4159 Cvar_RegisterVariable (&gl_fogred);
4160 Cvar_RegisterVariable (&gl_foggreen);
4161 Cvar_RegisterVariable (&gl_fogblue);
4162 Cvar_RegisterVariable (&gl_fogstart);
4163 Cvar_RegisterVariable (&gl_fogend);
4164 Cvar_RegisterVariable (&gl_skyclip);
4166 Cvar_RegisterVariable(&r_motionblur);
4167 Cvar_RegisterVariable(&r_damageblur);
4168 Cvar_RegisterVariable(&r_motionblur_averaging);
4169 Cvar_RegisterVariable(&r_motionblur_randomize);
4170 Cvar_RegisterVariable(&r_motionblur_minblur);
4171 Cvar_RegisterVariable(&r_motionblur_maxblur);
4172 Cvar_RegisterVariable(&r_motionblur_velocityfactor);
4173 Cvar_RegisterVariable(&r_motionblur_velocityfactor_minspeed);
4174 Cvar_RegisterVariable(&r_motionblur_velocityfactor_maxspeed);
4175 Cvar_RegisterVariable(&r_motionblur_mousefactor);
4176 Cvar_RegisterVariable(&r_motionblur_mousefactor_minspeed);
4177 Cvar_RegisterVariable(&r_motionblur_mousefactor_maxspeed);
4178 Cvar_RegisterVariable(&r_equalize_entities_fullbright);
4179 Cvar_RegisterVariable(&r_equalize_entities_minambient);
4180 Cvar_RegisterVariable(&r_equalize_entities_by);
4181 Cvar_RegisterVariable(&r_equalize_entities_to);
4182 Cvar_RegisterVariable(&r_depthfirst);
4183 Cvar_RegisterVariable(&r_useinfinitefarclip);
4184 Cvar_RegisterVariable(&r_farclip_base);
4185 Cvar_RegisterVariable(&r_farclip_world);
4186 Cvar_RegisterVariable(&r_nearclip);
4187 Cvar_RegisterVariable(&r_deformvertexes);
4188 Cvar_RegisterVariable(&r_transparent);
4189 Cvar_RegisterVariable(&r_transparent_alphatocoverage);
4190 Cvar_RegisterVariable(&r_transparent_sortsurfacesbynearest);
4191 Cvar_RegisterVariable(&r_transparent_useplanardistance);
4192 Cvar_RegisterVariable(&r_showoverdraw);
4193 Cvar_RegisterVariable(&r_showbboxes);
4194 Cvar_RegisterVariable(&r_showsurfaces);
4195 Cvar_RegisterVariable(&r_showtris);
4196 Cvar_RegisterVariable(&r_shownormals);
4197 Cvar_RegisterVariable(&r_showlighting);
4198 Cvar_RegisterVariable(&r_showshadowvolumes);
4199 Cvar_RegisterVariable(&r_showcollisionbrushes);
4200 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
4201 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
4202 Cvar_RegisterVariable(&r_showdisabledepthtest);
4203 Cvar_RegisterVariable(&r_drawportals);
4204 Cvar_RegisterVariable(&r_drawentities);
4205 Cvar_RegisterVariable(&r_draw2d);
4206 Cvar_RegisterVariable(&r_drawworld);
4207 Cvar_RegisterVariable(&r_cullentities_trace);
4208 Cvar_RegisterVariable(&r_cullentities_trace_samples);
4209 Cvar_RegisterVariable(&r_cullentities_trace_tempentitysamples);
4210 Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
4211 Cvar_RegisterVariable(&r_cullentities_trace_delay);
4212 Cvar_RegisterVariable(&r_sortentities);
4213 Cvar_RegisterVariable(&r_drawviewmodel);
4214 Cvar_RegisterVariable(&r_drawexteriormodel);
4215 Cvar_RegisterVariable(&r_speeds);
4216 Cvar_RegisterVariable(&r_fullbrights);
4217 Cvar_RegisterVariable(&r_wateralpha);
4218 Cvar_RegisterVariable(&r_dynamic);
4219 Cvar_RegisterVariable(&r_fakelight);
4220 Cvar_RegisterVariable(&r_fakelight_intensity);
4221 Cvar_RegisterVariable(&r_fullbright);
4222 Cvar_RegisterVariable(&r_shadows);
4223 Cvar_RegisterVariable(&r_shadows_darken);
4224 Cvar_RegisterVariable(&r_shadows_drawafterrtlighting);
4225 Cvar_RegisterVariable(&r_shadows_castfrombmodels);
4226 Cvar_RegisterVariable(&r_shadows_throwdistance);
4227 Cvar_RegisterVariable(&r_shadows_throwdirection);
4228 Cvar_RegisterVariable(&r_shadows_focus);
4229 Cvar_RegisterVariable(&r_shadows_shadowmapscale);
4230 Cvar_RegisterVariable(&r_shadows_shadowmapbias);
4231 Cvar_RegisterVariable(&r_q1bsp_skymasking);
4232 Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
4233 Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
4234 Cvar_RegisterVariable(&r_polygonoffset_decals_factor);
4235 Cvar_RegisterVariable(&r_polygonoffset_decals_offset);
4236 Cvar_RegisterVariable(&r_fog_exp2);
4237 Cvar_RegisterVariable(&r_fog_clear);
4238 Cvar_RegisterVariable(&r_drawfog);
4239 Cvar_RegisterVariable(&r_transparentdepthmasking);
4240 Cvar_RegisterVariable(&r_transparent_sortmindist);
4241 Cvar_RegisterVariable(&r_transparent_sortmaxdist);
4242 Cvar_RegisterVariable(&r_transparent_sortarraysize);
4243 Cvar_RegisterVariable(&r_texture_dds_load);
4244 Cvar_RegisterVariable(&r_texture_dds_save);
4245 Cvar_RegisterVariable(&r_textureunits);
4246 Cvar_RegisterVariable(&gl_combine);
4247 Cvar_RegisterVariable(&r_usedepthtextures);
4248 Cvar_RegisterVariable(&r_viewfbo);
4249 Cvar_RegisterVariable(&r_viewscale);
4250 Cvar_RegisterVariable(&r_viewscale_fpsscaling);
4251 Cvar_RegisterVariable(&r_viewscale_fpsscaling_min);
4252 Cvar_RegisterVariable(&r_viewscale_fpsscaling_multiply);
4253 Cvar_RegisterVariable(&r_viewscale_fpsscaling_stepsize);
4254 Cvar_RegisterVariable(&r_viewscale_fpsscaling_stepmax);
4255 Cvar_RegisterVariable(&r_viewscale_fpsscaling_target);
4256 Cvar_RegisterVariable(&r_glsl);
4257 Cvar_RegisterVariable(&r_glsl_deluxemapping);
4258 Cvar_RegisterVariable(&r_glsl_offsetmapping);
4259 Cvar_RegisterVariable(&r_glsl_offsetmapping_steps);
4260 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
4261 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping_steps);
4262 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping_refinesteps);
4263 Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
4264 Cvar_RegisterVariable(&r_glsl_offsetmapping_lod);
4265 Cvar_RegisterVariable(&r_glsl_offsetmapping_lod_distance);
4266 Cvar_RegisterVariable(&r_glsl_postprocess);
4267 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
4268 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
4269 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
4270 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
4271 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1_enable);
4272 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2_enable);
4273 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3_enable);
4274 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4_enable);
4275 Cvar_RegisterVariable(&r_celshading);
4276 Cvar_RegisterVariable(&r_celoutlines);
4278 Cvar_RegisterVariable(&r_water);
4279 Cvar_RegisterVariable(&r_water_resolutionmultiplier);
4280 Cvar_RegisterVariable(&r_water_clippingplanebias);
4281 Cvar_RegisterVariable(&r_water_refractdistort);
4282 Cvar_RegisterVariable(&r_water_reflectdistort);
4283 Cvar_RegisterVariable(&r_water_scissormode);
4284 Cvar_RegisterVariable(&r_water_lowquality);
4285 Cvar_RegisterVariable(&r_water_hideplayer);
4286 Cvar_RegisterVariable(&r_water_fbo);
4288 Cvar_RegisterVariable(&r_lerpsprites);
4289 Cvar_RegisterVariable(&r_lerpmodels);
4290 Cvar_RegisterVariable(&r_lerplightstyles);
4291 Cvar_RegisterVariable(&r_waterscroll);
4292 Cvar_RegisterVariable(&r_bloom);
4293 Cvar_RegisterVariable(&r_bloom_colorscale);
4294 Cvar_RegisterVariable(&r_bloom_brighten);
4295 Cvar_RegisterVariable(&r_bloom_blur);
4296 Cvar_RegisterVariable(&r_bloom_resolution);
4297 Cvar_RegisterVariable(&r_bloom_colorexponent);
4298 Cvar_RegisterVariable(&r_bloom_colorsubtract);
4299 Cvar_RegisterVariable(&r_bloom_scenebrightness);
4300 Cvar_RegisterVariable(&r_hdr_scenebrightness);
4301 Cvar_RegisterVariable(&r_hdr_glowintensity);
4302 Cvar_RegisterVariable(&r_hdr_irisadaptation);
4303 Cvar_RegisterVariable(&r_hdr_irisadaptation_multiplier);
4304 Cvar_RegisterVariable(&r_hdr_irisadaptation_minvalue);
4305 Cvar_RegisterVariable(&r_hdr_irisadaptation_maxvalue);
4306 Cvar_RegisterVariable(&r_hdr_irisadaptation_value);
4307 Cvar_RegisterVariable(&r_hdr_irisadaptation_fade_up);
4308 Cvar_RegisterVariable(&r_hdr_irisadaptation_fade_down);
4309 Cvar_RegisterVariable(&r_hdr_irisadaptation_radius);
4310 Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
4311 Cvar_RegisterVariable(&developer_texturelogging);
4312 Cvar_RegisterVariable(&gl_lightmaps);
4313 Cvar_RegisterVariable(&r_test);
4314 Cvar_RegisterVariable(&r_glsl_saturation);
4315 Cvar_RegisterVariable(&r_glsl_saturation_redcompensate);
4316 Cvar_RegisterVariable(&r_glsl_vertextextureblend_usebothalphas);
4317 Cvar_RegisterVariable(&r_framedatasize);
4318 if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
4319 Cvar_SetValue("r_fullbrights", 0);
4320 R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap, NULL, NULL);
4323 void Render_Init(void)
4336 R_LightningBeams_Init();
4346 extern char *ENGINE_EXTENSIONS;
4349 gl_renderer = (const char *)qglGetString(GL_RENDERER);
4350 gl_vendor = (const char *)qglGetString(GL_VENDOR);
4351 gl_version = (const char *)qglGetString(GL_VERSION);
4352 gl_extensions = (const char *)qglGetString(GL_EXTENSIONS);
4356 if (!gl_platformextensions)
4357 gl_platformextensions = "";
4359 Con_Printf("GL_VENDOR: %s\n", gl_vendor);
4360 Con_Printf("GL_RENDERER: %s\n", gl_renderer);
4361 Con_Printf("GL_VERSION: %s\n", gl_version);
4362 Con_DPrintf("GL_EXTENSIONS: %s\n", gl_extensions);
4363 Con_DPrintf("%s_EXTENSIONS: %s\n", gl_platform, gl_platformextensions);
4365 VID_CheckExtensions();
4367 // LordHavoc: report supported extensions
4368 Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
4370 // clear to black (loading plaque will be seen over this)
4371 GL_Clear(GL_COLOR_BUFFER_BIT, NULL, 1.0f, 128);
4375 int R_CullBox(const vec3_t mins, const vec3_t maxs)
4379 if (r_trippy.integer)
4381 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
4383 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
4386 p = r_refdef.view.frustum + i;
4391 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4395 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4399 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4403 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4407 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4411 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4415 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4419 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4427 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
4431 if (r_trippy.integer)
4433 for (i = 0;i < numplanes;i++)
4440 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4444 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4448 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4452 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4456 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4460 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4464 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4468 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4476 //==================================================================================
4478 // LordHavoc: this stores temporary data used within the same frame
4480 typedef struct r_framedata_mem_s
4482 struct r_framedata_mem_s *purge; // older mem block to free on next frame
4483 size_t size; // how much usable space
4484 size_t current; // how much space in use
4485 size_t mark; // last "mark" location, temporary memory can be freed by returning to this
4486 size_t wantedsize; // how much space was allocated
4487 unsigned char *data; // start of real data (16byte aligned)
4491 static r_framedata_mem_t *r_framedata_mem;
4493 void R_FrameData_Reset(void)
4495 while (r_framedata_mem)
4497 r_framedata_mem_t *next = r_framedata_mem->purge;
4498 Mem_Free(r_framedata_mem);
4499 r_framedata_mem = next;
4503 static void R_FrameData_Resize(void)
4506 wantedsize = (size_t)(r_framedatasize.value * 1024*1024);
4507 wantedsize = bound(65536, wantedsize, 1000*1024*1024);
4508 if (!r_framedata_mem || r_framedata_mem->wantedsize != wantedsize)
4510 r_framedata_mem_t *newmem = (r_framedata_mem_t *)Mem_Alloc(r_main_mempool, wantedsize);
4511 newmem->wantedsize = wantedsize;
4512 newmem->data = (unsigned char *)(((size_t)(newmem+1) + 15) & ~15);
4513 newmem->size = (unsigned char *)newmem + wantedsize - newmem->data;
4514 newmem->current = 0;
4516 newmem->purge = r_framedata_mem;
4517 r_framedata_mem = newmem;
4521 void R_FrameData_NewFrame(void)
4523 R_FrameData_Resize();
4524 if (!r_framedata_mem)
4526 // if we ran out of space on the last frame, free the old memory now
4527 while (r_framedata_mem->purge)
4529 // repeatedly remove the second item in the list, leaving only head
4530 r_framedata_mem_t *next = r_framedata_mem->purge->purge;
4531 Mem_Free(r_framedata_mem->purge);
4532 r_framedata_mem->purge = next;
4534 // reset the current mem pointer
4535 r_framedata_mem->current = 0;
4536 r_framedata_mem->mark = 0;
4539 void *R_FrameData_Alloc(size_t size)
4543 // align to 16 byte boundary - the data pointer is already aligned, so we
4544 // only need to ensure the size of every allocation is also aligned
4545 size = (size + 15) & ~15;
4547 while (!r_framedata_mem || r_framedata_mem->current + size > r_framedata_mem->size)
4549 // emergency - we ran out of space, allocate more memory
4550 Cvar_SetValueQuick(&r_framedatasize, bound(0.25f, r_framedatasize.value * 2.0f, 128.0f));
4551 R_FrameData_Resize();
4554 data = r_framedata_mem->data + r_framedata_mem->current;
4555 r_framedata_mem->current += size;
4557 // count the usage for stats
4558 r_refdef.stats.framedatacurrent = max(r_refdef.stats.framedatacurrent, (int)r_framedata_mem->current);
4559 r_refdef.stats.framedatasize = max(r_refdef.stats.framedatasize, (int)r_framedata_mem->size);
4561 return (void *)data;
4564 void *R_FrameData_Store(size_t size, void *data)
4566 void *d = R_FrameData_Alloc(size);
4568 memcpy(d, data, size);
4572 void R_FrameData_SetMark(void)
4574 if (!r_framedata_mem)
4576 r_framedata_mem->mark = r_framedata_mem->current;
4579 void R_FrameData_ReturnToMark(void)
4581 if (!r_framedata_mem)
4583 r_framedata_mem->current = r_framedata_mem->mark;
4586 //==================================================================================
4588 // LordHavoc: animcache originally written by Echon, rewritten since then
4591 * Animation cache prevents re-generating mesh data for an animated model
4592 * multiple times in one frame for lighting, shadowing, reflections, etc.
4595 void R_AnimCache_Free(void)
4599 void R_AnimCache_ClearCache(void)
4602 entity_render_t *ent;
4604 for (i = 0;i < r_refdef.scene.numentities;i++)
4606 ent = r_refdef.scene.entities[i];
4607 ent->animcache_vertex3f = NULL;
4608 ent->animcache_normal3f = NULL;
4609 ent->animcache_svector3f = NULL;
4610 ent->animcache_tvector3f = NULL;
4611 ent->animcache_vertexmesh = NULL;
4612 ent->animcache_vertex3fbuffer = NULL;
4613 ent->animcache_vertexmeshbuffer = NULL;
4617 static void R_AnimCache_UpdateEntityMeshBuffers(entity_render_t *ent, int numvertices)
4621 // check if we need the meshbuffers
4622 if (!vid.useinterleavedarrays)
4625 if (!ent->animcache_vertexmesh && ent->animcache_normal3f)
4626 ent->animcache_vertexmesh = (r_vertexmesh_t *)R_FrameData_Alloc(sizeof(r_vertexmesh_t)*numvertices);
4627 // TODO: upload vertex3f buffer?
4628 if (ent->animcache_vertexmesh)
4630 memcpy(ent->animcache_vertexmesh, ent->model->surfmesh.vertexmesh, sizeof(r_vertexmesh_t)*numvertices);
4631 for (i = 0;i < numvertices;i++)
4632 memcpy(ent->animcache_vertexmesh[i].vertex3f, ent->animcache_vertex3f + 3*i, sizeof(float[3]));
4633 if (ent->animcache_svector3f)
4634 for (i = 0;i < numvertices;i++)
4635 memcpy(ent->animcache_vertexmesh[i].svector3f, ent->animcache_svector3f + 3*i, sizeof(float[3]));
4636 if (ent->animcache_tvector3f)
4637 for (i = 0;i < numvertices;i++)
4638 memcpy(ent->animcache_vertexmesh[i].tvector3f, ent->animcache_tvector3f + 3*i, sizeof(float[3]));
4639 if (ent->animcache_normal3f)
4640 for (i = 0;i < numvertices;i++)
4641 memcpy(ent->animcache_vertexmesh[i].normal3f, ent->animcache_normal3f + 3*i, sizeof(float[3]));
4642 // TODO: upload vertexmeshbuffer?
4646 qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
4648 dp_model_t *model = ent->model;
4650 // see if it's already cached this frame
4651 if (ent->animcache_vertex3f)
4653 // add normals/tangents if needed (this only happens with multiple views, reflections, cameras, etc)
4654 if (wantnormals || wanttangents)
4656 if (ent->animcache_normal3f)
4657 wantnormals = false;
4658 if (ent->animcache_svector3f)
4659 wanttangents = false;
4660 if (wantnormals || wanttangents)
4662 numvertices = model->surfmesh.num_vertices;
4664 ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4667 ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4668 ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4670 model->AnimateVertices(model, ent->frameblend, ent->skeleton, NULL, wantnormals ? ent->animcache_normal3f : NULL, wanttangents ? ent->animcache_svector3f : NULL, wanttangents ? ent->animcache_tvector3f : NULL);
4671 R_AnimCache_UpdateEntityMeshBuffers(ent, model->surfmesh.num_vertices);
4677 // see if this ent is worth caching
4678 if (!model || !model->Draw || !model->surfmesh.isanimated || !model->AnimateVertices)
4680 // get some memory for this entity and generate mesh data
4681 numvertices = model->surfmesh.num_vertices;
4682 ent->animcache_vertex3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4684 ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4687 ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4688 ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4690 model->AnimateVertices(model, ent->frameblend, ent->skeleton, ent->animcache_vertex3f, ent->animcache_normal3f, ent->animcache_svector3f, ent->animcache_tvector3f);
4691 R_AnimCache_UpdateEntityMeshBuffers(ent, model->surfmesh.num_vertices);
4696 void R_AnimCache_CacheVisibleEntities(void)
4699 qboolean wantnormals = true;
4700 qboolean wanttangents = !r_showsurfaces.integer;
4702 switch(vid.renderpath)
4704 case RENDERPATH_GL20:
4705 case RENDERPATH_D3D9:
4706 case RENDERPATH_D3D10:
4707 case RENDERPATH_D3D11:
4708 case RENDERPATH_GLES2:
4710 case RENDERPATH_GL11:
4711 case RENDERPATH_GL13:
4712 case RENDERPATH_GLES1:
4713 wanttangents = false;
4715 case RENDERPATH_SOFT:
4719 if (r_shownormals.integer)
4720 wanttangents = wantnormals = true;
4722 // TODO: thread this
4723 // NOTE: R_PrepareRTLights() also caches entities
4725 for (i = 0;i < r_refdef.scene.numentities;i++)
4726 if (r_refdef.viewcache.entityvisible[i])
4727 R_AnimCache_GetEntity(r_refdef.scene.entities[i], wantnormals, wanttangents);
4730 //==================================================================================
4732 extern cvar_t r_overheadsprites_pushback;
4734 static void R_View_UpdateEntityLighting (void)
4737 entity_render_t *ent;
4738 vec3_t tempdiffusenormal, avg;
4739 vec_t f, fa, fd, fdd;
4740 qboolean skipunseen = r_shadows.integer != 1; //|| R_Shadow_ShadowMappingEnabled();
4742 for (i = 0;i < r_refdef.scene.numentities;i++)
4744 ent = r_refdef.scene.entities[i];
4746 // skip unseen models
4747 if ((!r_refdef.viewcache.entityvisible[i] && skipunseen))
4751 if (ent->model && ent->model == cl.worldmodel)
4753 // TODO: use modellight for r_ambient settings on world?
4754 VectorSet(ent->modellight_ambient, 0, 0, 0);
4755 VectorSet(ent->modellight_diffuse, 0, 0, 0);
4756 VectorSet(ent->modellight_lightdir, 0, 0, 1);
4760 if (ent->flags & RENDER_CUSTOMIZEDMODELLIGHT)
4762 // aleady updated by CSQC
4763 // TODO: force modellight on BSP models in this case?
4764 VectorCopy(ent->modellight_lightdir, tempdiffusenormal);
4768 // fetch the lighting from the worldmodel data
4769 VectorClear(ent->modellight_ambient);
4770 VectorClear(ent->modellight_diffuse);
4771 VectorClear(tempdiffusenormal);
4772 if (ent->flags & RENDER_LIGHT)
4775 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
4777 // complete lightning for lit sprites
4778 // todo: make a EF_ field so small ents could be lit purely by modellight and skipping real rtlight pass (like EF_NORTLIGHT)?
4779 if (ent->model->type == mod_sprite && !(ent->model->data_textures[0].basematerialflags & MATERIALFLAG_FULLBRIGHT))
4781 if (ent->model->sprite.sprnum_type == SPR_OVERHEAD) // apply offset for overhead sprites
4782 org[2] = org[2] + r_overheadsprites_pushback.value;
4783 R_LightPoint(ent->modellight_ambient, org, LP_LIGHTMAP | LP_RTWORLD | LP_DYNLIGHT);
4786 R_CompleteLightPoint(ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal, org, LP_LIGHTMAP);
4788 if(ent->flags & RENDER_EQUALIZE)
4790 // first fix up ambient lighting...
4791 if(r_equalize_entities_minambient.value > 0)
4793 fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
4796 fa = (0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2]);
4797 if(fa < r_equalize_entities_minambient.value * fd)
4800 // fa'/fd' = minambient
4801 // fa'+0.25*fd' = fa+0.25*fd
4803 // fa' = fd' * minambient
4804 // fd'*(0.25+minambient) = fa+0.25*fd
4806 // fd' = (fa+0.25*fd) * 1 / (0.25+minambient)
4807 // fa' = (fa+0.25*fd) * minambient / (0.25+minambient)
4809 fdd = (fa + 0.25f * fd) / (0.25f + r_equalize_entities_minambient.value);
4810 f = fdd / fd; // f>0 because all this is additive; f<1 because fdd<fd because this follows from fa < r_equalize_entities_minambient.value * fd
4811 VectorMA(ent->modellight_ambient, (1-f)*0.25f, ent->modellight_diffuse, ent->modellight_ambient);
4812 VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
4817 if(r_equalize_entities_to.value > 0 && r_equalize_entities_by.value != 0)
4819 fa = 0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2];
4820 fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
4824 // adjust brightness and saturation to target
4825 avg[0] = avg[1] = avg[2] = fa / f;
4826 VectorLerp(ent->modellight_ambient, r_equalize_entities_by.value, avg, ent->modellight_ambient);
4827 avg[0] = avg[1] = avg[2] = fd / f;
4828 VectorLerp(ent->modellight_diffuse, r_equalize_entities_by.value, avg, ent->modellight_diffuse);
4834 VectorSet(ent->modellight_ambient, 1, 1, 1);
4837 // move the light direction into modelspace coordinates for lighting code
4838 Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
4839 if(VectorLength2(ent->modellight_lightdir) == 0)
4840 VectorSet(ent->modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
4841 VectorNormalize(ent->modellight_lightdir);
4845 #define MAX_LINEOFSIGHTTRACES 64
4847 static qboolean R_CanSeeBox(int numsamples, vec_t enlarge, vec3_t eye, vec3_t entboxmins, vec3_t entboxmaxs)
4850 vec3_t boxmins, boxmaxs;
4853 dp_model_t *model = r_refdef.scene.worldmodel;
4855 if (!model || !model->brush.TraceLineOfSight)
4858 // expand the box a little
4859 boxmins[0] = (enlarge+1) * entboxmins[0] - enlarge * entboxmaxs[0];
4860 boxmaxs[0] = (enlarge+1) * entboxmaxs[0] - enlarge * entboxmins[0];
4861 boxmins[1] = (enlarge+1) * entboxmins[1] - enlarge * entboxmaxs[1];
4862 boxmaxs[1] = (enlarge+1) * entboxmaxs[1] - enlarge * entboxmins[1];
4863 boxmins[2] = (enlarge+1) * entboxmins[2] - enlarge * entboxmaxs[2];
4864 boxmaxs[2] = (enlarge+1) * entboxmaxs[2] - enlarge * entboxmins[2];
4866 // return true if eye is inside enlarged box
4867 if (BoxesOverlap(boxmins, boxmaxs, eye, eye))
4871 VectorCopy(eye, start);
4872 VectorMAM(0.5f, boxmins, 0.5f, boxmaxs, end);
4873 if (model->brush.TraceLineOfSight(model, start, end))
4876 // try various random positions
4877 for (i = 0;i < numsamples;i++)
4879 VectorSet(end, lhrandom(boxmins[0], boxmaxs[0]), lhrandom(boxmins[1], boxmaxs[1]), lhrandom(boxmins[2], boxmaxs[2]));
4880 if (model->brush.TraceLineOfSight(model, start, end))
4888 static void R_View_UpdateEntityVisible (void)
4893 entity_render_t *ent;
4895 renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
4896 : r_fb.water.hideplayer ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
4897 : (chase_active.integer || r_fb.water.renderingscene) ? RENDER_VIEWMODEL
4898 : RENDER_EXTERIORMODEL;
4899 if (!r_drawviewmodel.integer)
4900 renderimask |= RENDER_VIEWMODEL;
4901 if (!r_drawexteriormodel.integer)
4902 renderimask |= RENDER_EXTERIORMODEL;
4903 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
4905 // worldmodel can check visibility
4906 memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
4907 for (i = 0;i < r_refdef.scene.numentities;i++)
4909 ent = r_refdef.scene.entities[i];
4910 if (!(ent->flags & renderimask))
4911 if (!R_CullBox(ent->mins, ent->maxs) || (ent->model && ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)))
4912 if ((ent->flags & (RENDER_NODEPTHTEST | RENDER_WORLDOBJECT | RENDER_VIEWMODEL)) || r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs(r_refdef.scene.worldmodel, r_refdef.viewcache.world_leafvisible, ent->mins, ent->maxs))
4913 r_refdef.viewcache.entityvisible[i] = true;
4918 // no worldmodel or it can't check visibility
4919 for (i = 0;i < r_refdef.scene.numentities;i++)
4921 ent = r_refdef.scene.entities[i];
4922 r_refdef.viewcache.entityvisible[i] = !(ent->flags & renderimask) && ((ent->model && ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)) || !R_CullBox(ent->mins, ent->maxs));
4925 if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight && !r_refdef.view.useclipplane && !r_trippy.integer)
4926 // sorry, this check doesn't work for portal/reflection/refraction renders as the view origin is not useful for culling
4928 for (i = 0;i < r_refdef.scene.numentities;i++)
4930 if (!r_refdef.viewcache.entityvisible[i])
4932 ent = r_refdef.scene.entities[i];
4933 if(!(ent->flags & (RENDER_VIEWMODEL | RENDER_WORLDOBJECT | RENDER_NODEPTHTEST)) && !(ent->model && (ent->model->name[0] == '*')))
4935 samples = ent->entitynumber ? r_cullentities_trace_samples.integer : r_cullentities_trace_tempentitysamples.integer;
4937 continue; // temp entities do pvs only
4938 if(R_CanSeeBox(samples, r_cullentities_trace_enlarge.value, r_refdef.view.origin, ent->mins, ent->maxs))
4939 ent->last_trace_visibility = realtime;
4940 if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
4941 r_refdef.viewcache.entityvisible[i] = 0;
4947 /// only used if skyrendermasked, and normally returns false
4948 static int R_DrawBrushModelsSky (void)
4951 entity_render_t *ent;
4954 for (i = 0;i < r_refdef.scene.numentities;i++)
4956 if (!r_refdef.viewcache.entityvisible[i])
4958 ent = r_refdef.scene.entities[i];
4959 if (!ent->model || !ent->model->DrawSky)
4961 ent->model->DrawSky(ent);
4967 static void R_DrawNoModel(entity_render_t *ent);
4968 static void R_DrawModels(void)
4971 entity_render_t *ent;
4973 for (i = 0;i < r_refdef.scene.numentities;i++)
4975 if (!r_refdef.viewcache.entityvisible[i])
4977 ent = r_refdef.scene.entities[i];
4978 r_refdef.stats.entities++;
4980 if (ent->model && !strncmp(ent->model->name, "models/proto_", 13))
4983 Matrix4x4_ToVectors(&ent->matrix, f, l, u, o);
4984 Con_Printf("R_DrawModels\n");
4985 Con_Printf("model %s O %f %f %f F %f %f %f L %f %f %f U %f %f %f\n", ent->model->name, o[0], o[1], o[2], f[0], f[1], f[2], l[0], l[1], l[2], u[0], u[1], u[2]);
4986 Con_Printf("group: %i %f %i %f %i %f %i %f\n", ent->framegroupblend[0].frame, ent->framegroupblend[0].lerp, ent->framegroupblend[1].frame, ent->framegroupblend[1].lerp, ent->framegroupblend[2].frame, ent->framegroupblend[2].lerp, ent->framegroupblend[3].frame, ent->framegroupblend[3].lerp);
4987 Con_Printf("blend: %i %f %i %f %i %f %i %f %i %f %i %f %i %f %i %f\n", ent->frameblend[0].subframe, ent->frameblend[0].lerp, ent->frameblend[1].subframe, ent->frameblend[1].lerp, ent->frameblend[2].subframe, ent->frameblend[2].lerp, ent->frameblend[3].subframe, ent->frameblend[3].lerp, ent->frameblend[4].subframe, ent->frameblend[4].lerp, ent->frameblend[5].subframe, ent->frameblend[5].lerp, ent->frameblend[6].subframe, ent->frameblend[6].lerp, ent->frameblend[7].subframe, ent->frameblend[7].lerp);
4990 if (ent->model && ent->model->Draw != NULL)
4991 ent->model->Draw(ent);
4997 static void R_DrawModelsDepth(void)
5000 entity_render_t *ent;
5002 for (i = 0;i < r_refdef.scene.numentities;i++)
5004 if (!r_refdef.viewcache.entityvisible[i])
5006 ent = r_refdef.scene.entities[i];
5007 if (ent->model && ent->model->DrawDepth != NULL)
5008 ent->model->DrawDepth(ent);
5012 static void R_DrawModelsDebug(void)
5015 entity_render_t *ent;
5017 for (i = 0;i < r_refdef.scene.numentities;i++)
5019 if (!r_refdef.viewcache.entityvisible[i])
5021 ent = r_refdef.scene.entities[i];
5022 if (ent->model && ent->model->DrawDebug != NULL)
5023 ent->model->DrawDebug(ent);
5027 static void R_DrawModelsAddWaterPlanes(void)
5030 entity_render_t *ent;
5032 for (i = 0;i < r_refdef.scene.numentities;i++)
5034 if (!r_refdef.viewcache.entityvisible[i])
5036 ent = r_refdef.scene.entities[i];
5037 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
5038 ent->model->DrawAddWaterPlanes(ent);
5042 static float irisvecs[7][3] = {{0, 0, 0}, {-1, 0, 0}, {1, 0, 0}, {0, -1, 0}, {0, 1, 0}, {0, 0, -1}, {0, 0, 1}};
5044 void R_HDR_UpdateIrisAdaptation(const vec3_t point)
5046 if (r_hdr_irisadaptation.integer)
5051 vec3_t diffusenormal;
5053 vec_t brightness = 0.0f;
5058 VectorCopy(r_refdef.view.forward, forward);
5059 for (c = 0;c < (int)(sizeof(irisvecs)/sizeof(irisvecs[0]));c++)
5061 p[0] = point[0] + irisvecs[c][0] * r_hdr_irisadaptation_radius.value;
5062 p[1] = point[1] + irisvecs[c][1] * r_hdr_irisadaptation_radius.value;
5063 p[2] = point[2] + irisvecs[c][2] * r_hdr_irisadaptation_radius.value;
5064 R_CompleteLightPoint(ambient, diffuse, diffusenormal, p, LP_LIGHTMAP | LP_RTWORLD | LP_DYNLIGHT);
5065 d = DotProduct(forward, diffusenormal);
5066 brightness += VectorLength(ambient);
5068 brightness += d * VectorLength(diffuse);
5070 brightness *= 1.0f / c;
5071 brightness += 0.00001f; // make sure it's never zero
5072 goal = r_hdr_irisadaptation_multiplier.value / brightness;
5073 goal = bound(r_hdr_irisadaptation_minvalue.value, goal, r_hdr_irisadaptation_maxvalue.value);
5074 current = r_hdr_irisadaptation_value.value;
5076 current = min(current + r_hdr_irisadaptation_fade_up.value * cl.realframetime, goal);
5077 else if (current > goal)
5078 current = max(current - r_hdr_irisadaptation_fade_down.value * cl.realframetime, goal);
5079 if (fabs(r_hdr_irisadaptation_value.value - current) > 0.0001f)
5080 Cvar_SetValueQuick(&r_hdr_irisadaptation_value, current);
5082 else if (r_hdr_irisadaptation_value.value != 1.0f)
5083 Cvar_SetValueQuick(&r_hdr_irisadaptation_value, 1.0f);
5086 static void R_View_SetFrustum(const int *scissor)
5089 double fpx = +1, fnx = -1, fpy = +1, fny = -1;
5090 vec3_t forward, left, up, origin, v;
5094 // flipped x coordinates (because x points left here)
5095 fpx = 1.0 - 2.0 * (scissor[0] - r_refdef.view.viewport.x) / (double) (r_refdef.view.viewport.width);
5096 fnx = 1.0 - 2.0 * (scissor[0] + scissor[2] - r_refdef.view.viewport.x) / (double) (r_refdef.view.viewport.width);
5098 // D3D Y coordinate is top to bottom, OpenGL is bottom to top, fix the D3D one
5099 switch(vid.renderpath)
5101 case RENDERPATH_D3D9:
5102 case RENDERPATH_D3D10:
5103 case RENDERPATH_D3D11:
5104 // non-flipped y coordinates
5105 fny = -1.0 + 2.0 * (vid.height - scissor[1] - scissor[3] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
5106 fpy = -1.0 + 2.0 * (vid.height - scissor[1] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
5108 case RENDERPATH_SOFT:
5109 case RENDERPATH_GL11:
5110 case RENDERPATH_GL13:
5111 case RENDERPATH_GL20:
5112 case RENDERPATH_GLES1:
5113 case RENDERPATH_GLES2:
5114 // non-flipped y coordinates
5115 fny = -1.0 + 2.0 * (scissor[1] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
5116 fpy = -1.0 + 2.0 * (scissor[1] + scissor[3] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
5121 // we can't trust r_refdef.view.forward and friends in reflected scenes
5122 Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
5125 r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
5126 r_refdef.view.frustum[0].normal[1] = 0 - 0;
5127 r_refdef.view.frustum[0].normal[2] = -1 - 0;
5128 r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
5129 r_refdef.view.frustum[1].normal[1] = 0 + 0;
5130 r_refdef.view.frustum[1].normal[2] = -1 + 0;
5131 r_refdef.view.frustum[2].normal[0] = 0 - 0;
5132 r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
5133 r_refdef.view.frustum[2].normal[2] = -1 - 0;
5134 r_refdef.view.frustum[3].normal[0] = 0 + 0;
5135 r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
5136 r_refdef.view.frustum[3].normal[2] = -1 + 0;
5140 zNear = r_refdef.nearclip;
5141 nudge = 1.0 - 1.0 / (1<<23);
5142 r_refdef.view.frustum[4].normal[0] = 0 - 0;
5143 r_refdef.view.frustum[4].normal[1] = 0 - 0;
5144 r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
5145 r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
5146 r_refdef.view.frustum[5].normal[0] = 0 + 0;
5147 r_refdef.view.frustum[5].normal[1] = 0 + 0;
5148 r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
5149 r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
5155 r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
5156 r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
5157 r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
5158 r_refdef.view.frustum[0].dist = m[15] - m[12];
5160 r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
5161 r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
5162 r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
5163 r_refdef.view.frustum[1].dist = m[15] + m[12];
5165 r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
5166 r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
5167 r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
5168 r_refdef.view.frustum[2].dist = m[15] - m[13];
5170 r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
5171 r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
5172 r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
5173 r_refdef.view.frustum[3].dist = m[15] + m[13];
5175 r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
5176 r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
5177 r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
5178 r_refdef.view.frustum[4].dist = m[15] - m[14];
5180 r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
5181 r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
5182 r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
5183 r_refdef.view.frustum[5].dist = m[15] + m[14];
5186 if (r_refdef.view.useperspective)
5188 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
5189 VectorMAMAM(1024, forward, fnx * 1024.0 * r_refdef.view.frustum_x, left, fny * 1024.0 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[0]);
5190 VectorMAMAM(1024, forward, fpx * 1024.0 * r_refdef.view.frustum_x, left, fny * 1024.0 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[1]);
5191 VectorMAMAM(1024, forward, fnx * 1024.0 * r_refdef.view.frustum_x, left, fpy * 1024.0 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[2]);
5192 VectorMAMAM(1024, forward, fpx * 1024.0 * r_refdef.view.frustum_x, left, fpy * 1024.0 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[3]);
5194 // then the normals from the corners relative to origin
5195 CrossProduct(r_refdef.view.frustumcorner[2], r_refdef.view.frustumcorner[0], r_refdef.view.frustum[0].normal);
5196 CrossProduct(r_refdef.view.frustumcorner[1], r_refdef.view.frustumcorner[3], r_refdef.view.frustum[1].normal);
5197 CrossProduct(r_refdef.view.frustumcorner[0], r_refdef.view.frustumcorner[1], r_refdef.view.frustum[2].normal);
5198 CrossProduct(r_refdef.view.frustumcorner[3], r_refdef.view.frustumcorner[2], r_refdef.view.frustum[3].normal);
5200 // in a NORMAL view, forward cross left == up
5201 // in a REFLECTED view, forward cross left == down
5202 // so our cross products above need to be adjusted for a left handed coordinate system
5203 CrossProduct(forward, left, v);
5204 if(DotProduct(v, up) < 0)
5206 VectorNegate(r_refdef.view.frustum[0].normal, r_refdef.view.frustum[0].normal);
5207 VectorNegate(r_refdef.view.frustum[1].normal, r_refdef.view.frustum[1].normal);
5208 VectorNegate(r_refdef.view.frustum[2].normal, r_refdef.view.frustum[2].normal);
5209 VectorNegate(r_refdef.view.frustum[3].normal, r_refdef.view.frustum[3].normal);
5212 // Leaving those out was a mistake, those were in the old code, and they
5213 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
5214 // I couldn't reproduce it after adding those normalizations. --blub
5215 VectorNormalize(r_refdef.view.frustum[0].normal);
5216 VectorNormalize(r_refdef.view.frustum[1].normal);
5217 VectorNormalize(r_refdef.view.frustum[2].normal);
5218 VectorNormalize(r_refdef.view.frustum[3].normal);
5220 // make the corners absolute
5221 VectorAdd(r_refdef.view.frustumcorner[0], r_refdef.view.origin, r_refdef.view.frustumcorner[0]);
5222 VectorAdd(r_refdef.view.frustumcorner[1], r_refdef.view.origin, r_refdef.view.frustumcorner[1]);
5223 VectorAdd(r_refdef.view.frustumcorner[2], r_refdef.view.origin, r_refdef.view.frustumcorner[2]);
5224 VectorAdd(r_refdef.view.frustumcorner[3], r_refdef.view.origin, r_refdef.view.frustumcorner[3]);
5227 VectorCopy(forward, r_refdef.view.frustum[4].normal);
5229 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
5230 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
5231 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
5232 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
5233 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
5237 VectorScale(left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal);
5238 VectorScale(left, r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal);
5239 VectorScale(up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal);
5240 VectorScale(up, r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal);
5241 VectorCopy(forward, r_refdef.view.frustum[4].normal);
5242 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x;
5243 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x;
5244 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y;
5245 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) + r_refdef.view.ortho_y;
5246 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
5248 r_refdef.view.numfrustumplanes = 5;
5250 if (r_refdef.view.useclipplane)
5252 r_refdef.view.numfrustumplanes = 6;
5253 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
5256 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
5257 PlaneClassify(r_refdef.view.frustum + i);
5259 // LordHavoc: note to all quake engine coders, Quake had a special case
5260 // for 90 degrees which assumed a square view (wrong), so I removed it,
5261 // Quake2 has it disabled as well.
5263 // rotate R_VIEWFORWARD right by FOV_X/2 degrees
5264 //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
5265 //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
5266 //PlaneClassify(&frustum[0]);
5268 // rotate R_VIEWFORWARD left by FOV_X/2 degrees
5269 //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
5270 //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
5271 //PlaneClassify(&frustum[1]);
5273 // rotate R_VIEWFORWARD up by FOV_X/2 degrees
5274 //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
5275 //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
5276 //PlaneClassify(&frustum[2]);
5278 // rotate R_VIEWFORWARD down by FOV_X/2 degrees
5279 //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
5280 //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
5281 //PlaneClassify(&frustum[3]);
5284 //VectorCopy(forward, r_refdef.view.frustum[4].normal);
5285 //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
5286 //PlaneClassify(&frustum[4]);
5289 static void R_View_UpdateWithScissor(const int *myscissor)
5291 R_Main_ResizeViewCache();
5292 R_View_SetFrustum(myscissor);
5293 R_View_WorldVisibility(r_refdef.view.useclipplane);
5294 R_View_UpdateEntityVisible();
5295 R_View_UpdateEntityLighting();
5298 static void R_View_Update(void)
5300 R_Main_ResizeViewCache();
5301 R_View_SetFrustum(NULL);
5302 R_View_WorldVisibility(r_refdef.view.useclipplane);
5303 R_View_UpdateEntityVisible();
5304 R_View_UpdateEntityLighting();
5307 float viewscalefpsadjusted = 1.0f;
5309 static void R_GetScaledViewSize(int width, int height, int *outwidth, int *outheight)
5311 float scale = r_viewscale.value * sqrt(viewscalefpsadjusted);
5312 scale = bound(0.03125f, scale, 1.0f);
5313 *outwidth = (int)ceil(width * scale);
5314 *outheight = (int)ceil(height * scale);
5317 void R_SetupView(qboolean allowwaterclippingplane, int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
5319 const float *customclipplane = NULL;
5321 int /*rtwidth,*/ rtheight, scaledwidth, scaledheight;
5322 if (r_refdef.view.useclipplane && allowwaterclippingplane)
5324 // LordHavoc: couldn't figure out how to make this approach the
5325 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
5326 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
5327 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
5328 dist = r_refdef.view.clipplane.dist;
5329 plane[0] = r_refdef.view.clipplane.normal[0];
5330 plane[1] = r_refdef.view.clipplane.normal[1];
5331 plane[2] = r_refdef.view.clipplane.normal[2];
5333 if(vid.renderpath != RENDERPATH_SOFT) customclipplane = plane;
5336 //rtwidth = fbo ? R_TextureWidth(depthtexture ? depthtexture : colortexture) : vid.width;
5337 rtheight = fbo ? R_TextureHeight(depthtexture ? depthtexture : colortexture) : vid.height;
5339 R_GetScaledViewSize(r_refdef.view.width, r_refdef.view.height, &scaledwidth, &scaledheight);
5340 if (!r_refdef.view.useperspective)
5341 R_Viewport_InitOrtho(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, rtheight - scaledheight - r_refdef.view.y, scaledwidth, scaledheight, -r_refdef.view.ortho_x, -r_refdef.view.ortho_y, r_refdef.view.ortho_x, r_refdef.view.ortho_y, -r_refdef.farclip, r_refdef.farclip, customclipplane);
5342 else if (vid.stencil && r_useinfinitefarclip.integer)
5343 R_Viewport_InitPerspectiveInfinite(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, rtheight - scaledheight - r_refdef.view.y, scaledwidth, scaledheight, r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, customclipplane);
5345 R_Viewport_InitPerspective(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, rtheight - scaledheight - r_refdef.view.y, scaledwidth, scaledheight, r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, r_refdef.farclip, customclipplane);
5346 R_Mesh_SetRenderTargets(fbo, depthtexture, colortexture, NULL, NULL, NULL);
5347 R_SetViewport(&r_refdef.view.viewport);
5348 if (r_refdef.view.useclipplane && allowwaterclippingplane && vid.renderpath == RENDERPATH_SOFT)
5350 matrix4x4_t mvpmatrix, invmvpmatrix, invtransmvpmatrix;
5351 float screenplane[4];
5352 Matrix4x4_Concat(&mvpmatrix, &r_refdef.view.viewport.projectmatrix, &r_refdef.view.viewport.viewmatrix);
5353 Matrix4x4_Invert_Full(&invmvpmatrix, &mvpmatrix);
5354 Matrix4x4_Transpose(&invtransmvpmatrix, &invmvpmatrix);
5355 Matrix4x4_Transform4(&invtransmvpmatrix, plane, screenplane);
5356 DPSOFTRAST_ClipPlane(screenplane[0], screenplane[1], screenplane[2], screenplane[3]);
5360 void R_EntityMatrix(const matrix4x4_t *matrix)
5362 if (gl_modelmatrixchanged || memcmp(matrix, &gl_modelmatrix, sizeof(matrix4x4_t)))
5364 gl_modelmatrixchanged = false;
5365 gl_modelmatrix = *matrix;
5366 Matrix4x4_Concat(&gl_modelviewmatrix, &gl_viewmatrix, &gl_modelmatrix);
5367 Matrix4x4_Concat(&gl_modelviewprojectionmatrix, &gl_projectionmatrix, &gl_modelviewmatrix);
5368 Matrix4x4_ToArrayFloatGL(&gl_modelviewmatrix, gl_modelview16f);
5369 Matrix4x4_ToArrayFloatGL(&gl_modelviewprojectionmatrix, gl_modelviewprojection16f);
5371 switch(vid.renderpath)
5373 case RENDERPATH_D3D9:
5375 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewProjectionMatrix, gl_modelviewprojection16f);
5376 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewMatrix, gl_modelview16f);
5379 case RENDERPATH_D3D10:
5380 Con_DPrintf("FIXME D3D10 shader %s:%i\n", __FILE__, __LINE__);
5382 case RENDERPATH_D3D11:
5383 Con_DPrintf("FIXME D3D11 shader %s:%i\n", __FILE__, __LINE__);
5385 case RENDERPATH_GL11:
5386 case RENDERPATH_GL13:
5387 case RENDERPATH_GLES1:
5388 qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
5390 case RENDERPATH_SOFT:
5391 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM1, 1, false, gl_modelviewprojection16f);
5392 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewMatrixM1, 1, false, gl_modelview16f);
5394 case RENDERPATH_GL20:
5395 case RENDERPATH_GLES2:
5396 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
5397 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
5403 void R_ResetViewRendering2D_Common(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture, float x2, float y2)
5405 r_viewport_t viewport;
5409 // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
5410 R_Viewport_InitOrtho(&viewport, &identitymatrix, r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height, 0, 0, x2, y2, -10, 100, NULL);
5411 R_Mesh_SetRenderTargets(fbo, depthtexture, colortexture, NULL, NULL, NULL);
5412 R_SetViewport(&viewport);
5413 GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
5414 GL_Color(1, 1, 1, 1);
5415 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
5416 GL_BlendFunc(GL_ONE, GL_ZERO);
5417 GL_ScissorTest(false);
5418 GL_DepthMask(false);
5419 GL_DepthRange(0, 1);
5420 GL_DepthTest(false);
5421 GL_DepthFunc(GL_LEQUAL);
5422 R_EntityMatrix(&identitymatrix);
5423 R_Mesh_ResetTextureState();
5424 GL_PolygonOffset(0, 0);
5425 R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
5426 switch(vid.renderpath)
5428 case RENDERPATH_GL11:
5429 case RENDERPATH_GL13:
5430 case RENDERPATH_GL20:
5431 case RENDERPATH_GLES1:
5432 case RENDERPATH_GLES2:
5433 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
5435 case RENDERPATH_D3D9:
5436 case RENDERPATH_D3D10:
5437 case RENDERPATH_D3D11:
5438 case RENDERPATH_SOFT:
5441 GL_CullFace(GL_NONE);
5446 void R_ResetViewRendering2D(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
5450 R_ResetViewRendering2D_Common(fbo, depthtexture, colortexture, 1, 1);
5453 void R_ResetViewRendering3D(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
5457 R_SetupView(true, fbo, depthtexture, colortexture);
5458 GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
5459 GL_Color(1, 1, 1, 1);
5460 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
5461 GL_BlendFunc(GL_ONE, GL_ZERO);
5462 GL_ScissorTest(true);
5464 GL_DepthRange(0, 1);
5466 GL_DepthFunc(GL_LEQUAL);
5467 R_EntityMatrix(&identitymatrix);
5468 R_Mesh_ResetTextureState();
5469 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
5470 R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
5471 switch(vid.renderpath)
5473 case RENDERPATH_GL11:
5474 case RENDERPATH_GL13:
5475 case RENDERPATH_GL20:
5476 case RENDERPATH_GLES1:
5477 case RENDERPATH_GLES2:
5478 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
5480 case RENDERPATH_D3D9:
5481 case RENDERPATH_D3D10:
5482 case RENDERPATH_D3D11:
5483 case RENDERPATH_SOFT:
5486 GL_CullFace(r_refdef.view.cullface_back);
5491 R_RenderView_UpdateViewVectors
5494 void R_RenderView_UpdateViewVectors(void)
5496 // break apart the view matrix into vectors for various purposes
5497 // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
5498 // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
5499 Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
5500 VectorNegate(r_refdef.view.left, r_refdef.view.right);
5501 // make an inverted copy of the view matrix for tracking sprites
5502 Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
5505 void R_RenderScene(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture);
5506 void R_RenderWaterPlanes(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture);
5508 static void R_Water_StartFrame(void)
5511 int waterwidth, waterheight, texturewidth, textureheight, camerawidth, cameraheight;
5512 r_waterstate_waterplane_t *p;
5513 qboolean usewaterfbo = (r_viewfbo.integer >= 1 || r_water_fbo.integer >= 1) && vid.support.ext_framebuffer_object && vid.samples < 2;
5515 if (vid.width > (int)vid.maxtexturesize_2d || vid.height > (int)vid.maxtexturesize_2d)
5518 switch(vid.renderpath)
5520 case RENDERPATH_GL20:
5521 case RENDERPATH_D3D9:
5522 case RENDERPATH_D3D10:
5523 case RENDERPATH_D3D11:
5524 case RENDERPATH_SOFT:
5525 case RENDERPATH_GLES2:
5527 case RENDERPATH_GL11:
5528 case RENDERPATH_GL13:
5529 case RENDERPATH_GLES1:
5533 // set waterwidth and waterheight to the water resolution that will be
5534 // used (often less than the screen resolution for faster rendering)
5535 R_GetScaledViewSize(bound(1, vid.width * r_water_resolutionmultiplier.value, vid.width), bound(1, vid.height * r_water_resolutionmultiplier.value, vid.height), &waterwidth, &waterheight);
5537 // calculate desired texture sizes
5538 // can't use water if the card does not support the texture size
5539 if (!r_water.integer || r_showsurfaces.integer)
5540 texturewidth = textureheight = waterwidth = waterheight = camerawidth = cameraheight = 0;
5541 else if (vid.support.arb_texture_non_power_of_two)
5543 texturewidth = waterwidth;
5544 textureheight = waterheight;
5545 camerawidth = waterwidth;
5546 cameraheight = waterheight;
5550 for (texturewidth = 1;texturewidth < waterwidth ;texturewidth *= 2);
5551 for (textureheight = 1;textureheight < waterheight;textureheight *= 2);
5552 for (camerawidth = 1;camerawidth <= waterwidth; camerawidth *= 2); camerawidth /= 2;
5553 for (cameraheight = 1;cameraheight <= waterheight;cameraheight *= 2); cameraheight /= 2;
5556 // allocate textures as needed
5557 if (r_fb.water.texturewidth != texturewidth || r_fb.water.textureheight != textureheight || r_fb.water.camerawidth != camerawidth || r_fb.water.cameraheight != cameraheight || (r_fb.depthtexture && !usewaterfbo))
5559 r_fb.water.maxwaterplanes = MAX_WATERPLANES;
5560 for (i = 0, p = r_fb.water.waterplanes;i < r_fb.water.maxwaterplanes;i++, p++)
5562 if (p->texture_refraction)
5563 R_FreeTexture(p->texture_refraction);
5564 p->texture_refraction = NULL;
5565 if (p->fbo_refraction)
5566 R_Mesh_DestroyFramebufferObject(p->fbo_refraction);
5567 p->fbo_refraction = 0;
5568 if (p->texture_reflection)
5569 R_FreeTexture(p->texture_reflection);
5570 p->texture_reflection = NULL;
5571 if (p->fbo_reflection)
5572 R_Mesh_DestroyFramebufferObject(p->fbo_reflection);
5573 p->fbo_reflection = 0;
5574 if (p->texture_camera)
5575 R_FreeTexture(p->texture_camera);
5576 p->texture_camera = NULL;
5578 R_Mesh_DestroyFramebufferObject(p->fbo_camera);
5581 memset(&r_fb.water, 0, sizeof(r_fb.water));
5582 r_fb.water.texturewidth = texturewidth;
5583 r_fb.water.textureheight = textureheight;
5584 r_fb.water.camerawidth = camerawidth;
5585 r_fb.water.cameraheight = cameraheight;
5588 if (r_fb.water.texturewidth)
5590 int scaledwidth, scaledheight;
5592 r_fb.water.enabled = true;
5594 // water resolution is usually reduced
5595 r_fb.water.waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
5596 r_fb.water.waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
5597 R_GetScaledViewSize(r_fb.water.waterwidth, r_fb.water.waterheight, &scaledwidth, &scaledheight);
5599 // set up variables that will be used in shader setup
5600 r_fb.water.screenscale[0] = 0.5f * (float)scaledwidth / (float)r_fb.water.texturewidth;
5601 r_fb.water.screenscale[1] = 0.5f * (float)scaledheight / (float)r_fb.water.textureheight;
5602 r_fb.water.screencenter[0] = 0.5f * (float)scaledwidth / (float)r_fb.water.texturewidth;
5603 r_fb.water.screencenter[1] = 0.5f * (float)scaledheight / (float)r_fb.water.textureheight;
5606 r_fb.water.maxwaterplanes = MAX_WATERPLANES;
5607 r_fb.water.numwaterplanes = 0;
5610 void R_Water_AddWaterPlane(msurface_t *surface, int entno)
5612 int planeindex, bestplaneindex, vertexindex;
5613 vec3_t mins, maxs, normal, center, v, n;
5614 vec_t planescore, bestplanescore;
5616 r_waterstate_waterplane_t *p;
5617 texture_t *t = R_GetCurrentTexture(surface->texture);
5619 rsurface.texture = t;
5620 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, 1, ((const msurface_t **)&surface));
5621 // if the model has no normals, it's probably off-screen and they were not generated, so don't add it anyway
5622 if (!rsurface.batchnormal3f || rsurface.batchnumvertices < 1)
5624 // average the vertex normals, find the surface bounds (after deformvertexes)
5625 Matrix4x4_Transform(&rsurface.matrix, rsurface.batchvertex3f, v);
5626 Matrix4x4_Transform3x3(&rsurface.matrix, rsurface.batchnormal3f, n);
5627 VectorCopy(n, normal);
5628 VectorCopy(v, mins);
5629 VectorCopy(v, maxs);
5630 for (vertexindex = 1;vertexindex < rsurface.batchnumvertices;vertexindex++)
5632 Matrix4x4_Transform(&rsurface.matrix, rsurface.batchvertex3f + vertexindex*3, v);
5633 Matrix4x4_Transform3x3(&rsurface.matrix, rsurface.batchnormal3f + vertexindex*3, n);
5634 VectorAdd(normal, n, normal);
5635 mins[0] = min(mins[0], v[0]);
5636 mins[1] = min(mins[1], v[1]);
5637 mins[2] = min(mins[2], v[2]);
5638 maxs[0] = max(maxs[0], v[0]);
5639 maxs[1] = max(maxs[1], v[1]);
5640 maxs[2] = max(maxs[2], v[2]);
5642 VectorNormalize(normal);
5643 VectorMAM(0.5f, mins, 0.5f, maxs, center);
5645 VectorCopy(normal, plane.normal);
5646 VectorNormalize(plane.normal);
5647 plane.dist = DotProduct(center, plane.normal);
5648 PlaneClassify(&plane);
5649 if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
5651 // skip backfaces (except if nocullface is set)
5652 // if (!(t->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
5654 VectorNegate(plane.normal, plane.normal);
5656 PlaneClassify(&plane);
5660 // find a matching plane if there is one
5661 bestplaneindex = -1;
5662 bestplanescore = 1048576.0f;
5663 for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
5665 if(p->camera_entity == t->camera_entity)
5667 planescore = 1.0f - DotProduct(plane.normal, p->plane.normal) + fabs(plane.dist - p->plane.dist) * 0.001f;
5668 if (bestplaneindex < 0 || bestplanescore > planescore)
5670 bestplaneindex = planeindex;
5671 bestplanescore = planescore;
5675 planeindex = bestplaneindex;
5676 p = r_fb.water.waterplanes + planeindex;
5678 // if this surface does not fit any known plane rendered this frame, add one
5679 if ((planeindex < 0 || bestplanescore > 0.001f) && r_fb.water.numwaterplanes < r_fb.water.maxwaterplanes)
5681 // store the new plane
5682 planeindex = r_fb.water.numwaterplanes++;
5683 p = r_fb.water.waterplanes + planeindex;
5685 // clear materialflags and pvs
5686 p->materialflags = 0;
5687 p->pvsvalid = false;
5688 p->camera_entity = t->camera_entity;
5689 VectorCopy(mins, p->mins);
5690 VectorCopy(maxs, p->maxs);
5694 // merge mins/maxs when we're adding this surface to the plane
5695 p->mins[0] = min(p->mins[0], mins[0]);
5696 p->mins[1] = min(p->mins[1], mins[1]);
5697 p->mins[2] = min(p->mins[2], mins[2]);
5698 p->maxs[0] = max(p->maxs[0], maxs[0]);
5699 p->maxs[1] = max(p->maxs[1], maxs[1]);
5700 p->maxs[2] = max(p->maxs[2], maxs[2]);
5702 // merge this surface's materialflags into the waterplane
5703 p->materialflags |= t->currentmaterialflags;
5704 if(!(p->materialflags & MATERIALFLAG_CAMERA))
5706 // merge this surface's PVS into the waterplane
5707 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
5708 && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
5710 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
5716 extern cvar_t r_drawparticles;
5717 extern cvar_t r_drawdecals;
5719 static void R_Water_ProcessPlanes(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
5722 r_refdef_view_t originalview;
5723 r_refdef_view_t myview;
5724 int planeindex, qualityreduction = 0, old_r_dynamic = 0, old_r_shadows = 0, old_r_worldrtlight = 0, old_r_dlight = 0, old_r_particles = 0, old_r_decals = 0;
5725 r_waterstate_waterplane_t *p;
5727 qboolean usewaterfbo = (r_viewfbo.integer >= 1 || r_water_fbo.integer >= 1) && vid.support.ext_framebuffer_object && vid.samples < 2;
5730 originalview = r_refdef.view;
5732 // lowquality hack, temporarily shut down some cvars and restore afterwards
5733 qualityreduction = r_water_lowquality.integer;
5734 if (qualityreduction > 0)
5736 if (qualityreduction >= 1)
5738 old_r_shadows = r_shadows.integer;
5739 old_r_worldrtlight = r_shadow_realtime_world.integer;
5740 old_r_dlight = r_shadow_realtime_dlight.integer;
5741 Cvar_SetValueQuick(&r_shadows, 0);
5742 Cvar_SetValueQuick(&r_shadow_realtime_world, 0);
5743 Cvar_SetValueQuick(&r_shadow_realtime_dlight, 0);
5745 if (qualityreduction >= 2)
5747 old_r_dynamic = r_dynamic.integer;
5748 old_r_particles = r_drawparticles.integer;
5749 old_r_decals = r_drawdecals.integer;
5750 Cvar_SetValueQuick(&r_dynamic, 0);
5751 Cvar_SetValueQuick(&r_drawparticles, 0);
5752 Cvar_SetValueQuick(&r_drawdecals, 0);
5756 // make sure enough textures are allocated
5757 for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
5759 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
5761 if (!p->texture_refraction)
5762 p->texture_refraction = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "waterplane%i_refraction", planeindex), r_fb.water.texturewidth, r_fb.water.textureheight, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
5763 if (!p->texture_refraction)
5767 if (r_fb.water.depthtexture == NULL)
5768 r_fb.water.depthtexture = R_LoadTextureRenderBuffer(r_main_texturepool, "waterviewdepth", r_fb.water.texturewidth, r_fb.water.textureheight, TEXTYPE_DEPTHBUFFER24STENCIL8);
5769 if (p->fbo_refraction == 0)
5770 p->fbo_refraction = R_Mesh_CreateFramebufferObject(r_fb.water.depthtexture, p->texture_refraction, NULL, NULL, NULL);
5773 else if (p->materialflags & MATERIALFLAG_CAMERA)
5775 if (!p->texture_camera)
5776 p->texture_camera = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "waterplane%i_camera", planeindex), r_fb.water.camerawidth, r_fb.water.cameraheight, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR, -1, NULL);
5777 if (!p->texture_camera)
5781 if (r_fb.water.depthtexture == NULL)
5782 r_fb.water.depthtexture = R_LoadTextureRenderBuffer(r_main_texturepool, "waterviewdepth", r_fb.water.texturewidth, r_fb.water.textureheight, TEXTYPE_DEPTHBUFFER24STENCIL8);
5783 if (p->fbo_camera == 0)
5784 p->fbo_camera = R_Mesh_CreateFramebufferObject(r_fb.water.depthtexture, p->texture_camera, NULL, NULL, NULL);
5788 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
5790 if (!p->texture_reflection)
5791 p->texture_reflection = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "waterplane%i_reflection", planeindex), r_fb.water.texturewidth, r_fb.water.textureheight, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
5792 if (!p->texture_reflection)
5796 if (r_fb.water.depthtexture == NULL)
5797 r_fb.water.depthtexture = R_LoadTextureRenderBuffer(r_main_texturepool, "waterviewdepth", r_fb.water.texturewidth, r_fb.water.textureheight, TEXTYPE_DEPTHBUFFER24STENCIL8);
5798 if (p->fbo_reflection == 0)
5799 p->fbo_reflection = R_Mesh_CreateFramebufferObject(r_fb.water.depthtexture, p->texture_reflection, NULL, NULL, NULL);
5805 r_refdef.view = originalview;
5806 r_refdef.view.showdebug = false;
5807 r_refdef.view.width = r_fb.water.waterwidth;
5808 r_refdef.view.height = r_fb.water.waterheight;
5809 r_refdef.view.useclipplane = true;
5810 myview = r_refdef.view;
5811 r_fb.water.renderingscene = true;
5812 for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
5814 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
5816 r_refdef.view = myview;
5817 if(r_water_scissormode.integer)
5819 R_SetupView(true, p->fbo_reflection, r_fb.water.depthtexture, p->texture_reflection);
5820 if(R_ScissorForBBox(p->mins, p->maxs, myscissor))
5821 continue; // FIXME the plane then still may get rendered but with broken texture, but it sure won't be visible
5824 // render reflected scene and copy into texture
5825 Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
5826 // update the r_refdef.view.origin because otherwise the sky renders at the wrong location (amongst other problems)
5827 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
5828 r_refdef.view.clipplane = p->plane;
5829 // reverse the cullface settings for this render
5830 r_refdef.view.cullface_front = GL_FRONT;
5831 r_refdef.view.cullface_back = GL_BACK;
5832 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
5834 r_refdef.view.usecustompvs = true;
5836 memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
5838 memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
5841 r_fb.water.hideplayer = r_water_hideplayer.integer >= 2;
5842 R_ResetViewRendering3D(p->fbo_reflection, r_fb.water.depthtexture, p->texture_reflection);
5843 R_ClearScreen(r_refdef.fogenabled);
5844 if(r_water_scissormode.integer & 2)
5845 R_View_UpdateWithScissor(myscissor);
5848 R_AnimCache_CacheVisibleEntities();
5849 if(r_water_scissormode.integer & 1)
5850 GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]);
5851 R_RenderScene(p->fbo_reflection, r_fb.water.depthtexture, p->texture_reflection);
5853 if (!p->fbo_reflection)
5854 R_Mesh_CopyToTexture(p->texture_reflection, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
5855 r_fb.water.hideplayer = false;
5858 // render the normal view scene and copy into texture
5859 // (except that a clipping plane should be used to hide everything on one side of the water, and the viewer's weapon model should be omitted)
5860 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
5862 r_refdef.view = myview;
5863 if(r_water_scissormode.integer)
5865 R_SetupView(true, p->fbo_refraction, r_fb.water.depthtexture, p->texture_refraction);
5866 if(R_ScissorForBBox(p->mins, p->maxs, myscissor))
5867 continue; // FIXME the plane then still may get rendered but with broken texture, but it sure won't be visible
5870 r_fb.water.hideplayer = r_water_hideplayer.integer >= 1;
5872 r_refdef.view.clipplane = p->plane;
5873 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
5874 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
5876 if((p->materialflags & MATERIALFLAG_CAMERA) && p->camera_entity)
5878 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
5879 r_fb.water.hideplayer = false; // we don't want to hide the player model from these ones
5880 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
5881 R_RenderView_UpdateViewVectors();
5882 if(r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
5884 r_refdef.view.usecustompvs = true;
5885 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, visorigin, 2, r_refdef.viewcache.world_pvsbits, (r_refdef.viewcache.world_numclusters+7)>>3, false);
5889 PlaneClassify(&r_refdef.view.clipplane);
5891 R_ResetViewRendering3D(p->fbo_refraction, r_fb.water.depthtexture, p->texture_refraction);
5892 R_ClearScreen(r_refdef.fogenabled);
5893 if(r_water_scissormode.integer & 2)
5894 R_View_UpdateWithScissor(myscissor);
5897 R_AnimCache_CacheVisibleEntities();
5898 if(r_water_scissormode.integer & 1)
5899 GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]);
5900 R_RenderScene(p->fbo_refraction, r_fb.water.depthtexture, p->texture_refraction);
5902 if (!p->fbo_refraction)
5903 R_Mesh_CopyToTexture(p->texture_refraction, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
5904 r_fb.water.hideplayer = false;
5906 else if (p->materialflags & MATERIALFLAG_CAMERA)
5908 r_refdef.view = myview;
5910 r_refdef.view.clipplane = p->plane;
5911 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
5912 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
5914 r_refdef.view.width = r_fb.water.camerawidth;
5915 r_refdef.view.height = r_fb.water.cameraheight;
5916 r_refdef.view.frustum_x = 1; // tan(45 * M_PI / 180.0);
5917 r_refdef.view.frustum_y = 1; // tan(45 * M_PI / 180.0);
5918 r_refdef.view.ortho_x = 90; // abused as angle by VM_CL_R_SetView
5919 r_refdef.view.ortho_y = 90; // abused as angle by VM_CL_R_SetView
5921 if(p->camera_entity)
5923 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
5924 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
5927 // note: all of the view is used for displaying... so
5928 // there is no use in scissoring
5930 // reverse the cullface settings for this render
5931 r_refdef.view.cullface_front = GL_FRONT;
5932 r_refdef.view.cullface_back = GL_BACK;
5933 // also reverse the view matrix
5934 Matrix4x4_ConcatScale3(&r_refdef.view.matrix, 1, 1, -1); // this serves to invert texcoords in the result, as the copied texture is mapped the wrong way round
5935 R_RenderView_UpdateViewVectors();
5936 if(p->camera_entity && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
5938 r_refdef.view.usecustompvs = true;
5939 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, visorigin, 2, r_refdef.viewcache.world_pvsbits, (r_refdef.viewcache.world_numclusters+7)>>3, false);
5942 // camera needs no clipplane
5943 r_refdef.view.useclipplane = false;
5945 PlaneClassify(&r_refdef.view.clipplane);
5947 r_fb.water.hideplayer = false;
5949 R_ResetViewRendering3D(p->fbo_camera, r_fb.water.depthtexture, p->texture_camera);
5950 R_ClearScreen(r_refdef.fogenabled);
5952 R_AnimCache_CacheVisibleEntities();
5953 R_RenderScene(p->fbo_camera, r_fb.water.depthtexture, p->texture_camera);
5956 R_Mesh_CopyToTexture(p->texture_camera, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
5957 r_fb.water.hideplayer = false;
5961 if(vid.renderpath==RENDERPATH_SOFT) DPSOFTRAST_ClipPlane(0, 0, 0, 1);
5962 r_fb.water.renderingscene = false;
5963 r_refdef.view = originalview;
5964 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
5965 if (!r_fb.water.depthtexture)
5966 R_ClearScreen(r_refdef.fogenabled);
5968 R_AnimCache_CacheVisibleEntities();
5971 r_refdef.view = originalview;
5972 r_fb.water.renderingscene = false;
5973 Cvar_SetValueQuick(&r_water, 0);
5974 Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed! Turned off r_water.\n");
5976 // lowquality hack, restore cvars
5977 if (qualityreduction > 0)
5979 if (qualityreduction >= 1)
5981 Cvar_SetValueQuick(&r_shadows, old_r_shadows);
5982 Cvar_SetValueQuick(&r_shadow_realtime_world, old_r_worldrtlight);
5983 Cvar_SetValueQuick(&r_shadow_realtime_dlight, old_r_dlight);
5985 if (qualityreduction >= 2)
5987 Cvar_SetValueQuick(&r_dynamic, old_r_dynamic);
5988 Cvar_SetValueQuick(&r_drawparticles, old_r_particles);
5989 Cvar_SetValueQuick(&r_drawdecals, old_r_decals);
5994 static void R_Bloom_StartFrame(void)
5997 int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
5998 int viewwidth, viewheight;
5999 qboolean useviewfbo = r_viewfbo.integer >= 1 && vid.support.ext_framebuffer_object && vid.samples < 2;
6000 textype_t textype = TEXTYPE_COLORBUFFER;
6002 switch (vid.renderpath)
6004 case RENDERPATH_GL20:
6005 r_fb.usedepthtextures = r_usedepthtextures.integer != 0;
6006 if (vid.support.ext_framebuffer_object)
6008 if (r_viewfbo.integer == 2) textype = TEXTYPE_COLORBUFFER16F;
6009 if (r_viewfbo.integer == 3) textype = TEXTYPE_COLORBUFFER32F;
6012 case RENDERPATH_GL11:
6013 case RENDERPATH_GL13:
6014 case RENDERPATH_GLES1:
6015 case RENDERPATH_GLES2:
6016 case RENDERPATH_D3D9:
6017 case RENDERPATH_D3D10:
6018 case RENDERPATH_D3D11:
6019 r_fb.usedepthtextures = false;
6021 case RENDERPATH_SOFT:
6022 r_fb.usedepthtextures = true;
6026 if (r_viewscale_fpsscaling.integer)
6028 double actualframetime;
6029 double targetframetime;
6031 actualframetime = r_refdef.lastdrawscreentime;
6032 targetframetime = (1.0 / r_viewscale_fpsscaling_target.value);
6033 adjust = (targetframetime - actualframetime) * r_viewscale_fpsscaling_multiply.value;
6034 adjust = bound(-r_viewscale_fpsscaling_stepmax.value, adjust, r_viewscale_fpsscaling_stepmax.value);
6035 if (r_viewscale_fpsscaling_stepsize.value > 0)
6036 adjust = (int)(adjust / r_viewscale_fpsscaling_stepsize.value) * r_viewscale_fpsscaling_stepsize.value;
6037 viewscalefpsadjusted += adjust;
6038 viewscalefpsadjusted = bound(r_viewscale_fpsscaling_min.value, viewscalefpsadjusted, 1.0f);
6041 viewscalefpsadjusted = 1.0f;
6043 R_GetScaledViewSize(r_refdef.view.width, r_refdef.view.height, &viewwidth, &viewheight);
6045 switch(vid.renderpath)
6047 case RENDERPATH_GL20:
6048 case RENDERPATH_D3D9:
6049 case RENDERPATH_D3D10:
6050 case RENDERPATH_D3D11:
6051 case RENDERPATH_SOFT:
6052 case RENDERPATH_GLES2:
6054 case RENDERPATH_GL11:
6055 case RENDERPATH_GL13:
6056 case RENDERPATH_GLES1:
6060 // set bloomwidth and bloomheight to the bloom resolution that will be
6061 // used (often less than the screen resolution for faster rendering)
6062 r_fb.bloomwidth = bound(1, r_bloom_resolution.integer, vid.width);
6063 r_fb.bloomheight = r_fb.bloomwidth * vid.height / vid.width;
6064 r_fb.bloomheight = bound(1, r_fb.bloomheight, vid.height);
6065 r_fb.bloomwidth = bound(1, r_fb.bloomwidth, (int)vid.maxtexturesize_2d);
6066 r_fb.bloomheight = bound(1, r_fb.bloomheight, (int)vid.maxtexturesize_2d);
6068 // calculate desired texture sizes
6069 if (vid.support.arb_texture_non_power_of_two)
6071 screentexturewidth = vid.width;
6072 screentextureheight = vid.height;
6073 bloomtexturewidth = r_fb.bloomwidth;
6074 bloomtextureheight = r_fb.bloomheight;
6078 for (screentexturewidth = 1;screentexturewidth < vid.width ;screentexturewidth *= 2);
6079 for (screentextureheight = 1;screentextureheight < vid.height ;screentextureheight *= 2);
6080 for (bloomtexturewidth = 1;bloomtexturewidth < r_fb.bloomwidth ;bloomtexturewidth *= 2);
6081 for (bloomtextureheight = 1;bloomtextureheight < r_fb.bloomheight;bloomtextureheight *= 2);
6084 if ((r_bloom.integer || (!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0))) && ((r_bloom_resolution.integer < 4 || r_bloom_blur.value < 1 || r_bloom_blur.value >= 512) || r_refdef.view.width > (int)vid.maxtexturesize_2d || r_refdef.view.height > (int)vid.maxtexturesize_2d))
6086 Cvar_SetValueQuick(&r_bloom, 0);
6087 Cvar_SetValueQuick(&r_motionblur, 0);
6088 Cvar_SetValueQuick(&r_damageblur, 0);
6091 if (!(r_glsl_postprocess.integer || (!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) || (v_glslgamma.integer && !vid_gammatables_trivial))
6093 && (R_Stereo_Active() || (r_motionblur.value <= 0 && r_damageblur.value <= 0))
6095 && r_viewscale.value == 1.0f
6096 && !r_viewscale_fpsscaling.integer)
6097 screentexturewidth = screentextureheight = 0;
6098 if (!r_bloom.integer)
6099 bloomtexturewidth = bloomtextureheight = 0;
6101 // allocate textures as needed
6102 if (r_fb.screentexturewidth != screentexturewidth
6103 || r_fb.screentextureheight != screentextureheight
6104 || r_fb.bloomtexturewidth != bloomtexturewidth
6105 || r_fb.bloomtextureheight != bloomtextureheight
6106 || r_fb.textype != textype
6107 || useviewfbo != (r_fb.fbo != 0))
6109 for (i = 0;i < (int)(sizeof(r_fb.bloomtexture)/sizeof(r_fb.bloomtexture[i]));i++)
6111 if (r_fb.bloomtexture[i])
6112 R_FreeTexture(r_fb.bloomtexture[i]);
6113 r_fb.bloomtexture[i] = NULL;
6115 if (r_fb.bloomfbo[i])
6116 R_Mesh_DestroyFramebufferObject(r_fb.bloomfbo[i]);
6117 r_fb.bloomfbo[i] = 0;
6121 R_Mesh_DestroyFramebufferObject(r_fb.fbo);
6124 if (r_fb.colortexture)
6125 R_FreeTexture(r_fb.colortexture);
6126 r_fb.colortexture = NULL;
6128 if (r_fb.depthtexture)
6129 R_FreeTexture(r_fb.depthtexture);
6130 r_fb.depthtexture = NULL;
6132 if (r_fb.ghosttexture)
6133 R_FreeTexture(r_fb.ghosttexture);
6134 r_fb.ghosttexture = NULL;
6136 r_fb.screentexturewidth = screentexturewidth;
6137 r_fb.screentextureheight = screentextureheight;
6138 r_fb.bloomtexturewidth = bloomtexturewidth;
6139 r_fb.bloomtextureheight = bloomtextureheight;
6140 r_fb.textype = textype;
6142 if (r_fb.screentexturewidth && r_fb.screentextureheight)
6144 if (r_motionblur.value > 0 || r_damageblur.value > 0)
6145 r_fb.ghosttexture = R_LoadTexture2D(r_main_texturepool, "framebuffermotionblur", r_fb.screentexturewidth, r_fb.screentextureheight, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
6146 r_fb.ghosttexture_valid = false;
6147 r_fb.colortexture = R_LoadTexture2D(r_main_texturepool, "framebuffercolor", r_fb.screentexturewidth, r_fb.screentextureheight, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
6150 r_fb.depthtexture = R_LoadTextureRenderBuffer(r_main_texturepool, "framebufferdepth", r_fb.screentexturewidth, r_fb.screentextureheight, TEXTYPE_DEPTHBUFFER24STENCIL8);
6151 r_fb.fbo = R_Mesh_CreateFramebufferObject(r_fb.depthtexture, r_fb.colortexture, NULL, NULL, NULL);
6152 R_Mesh_SetRenderTargets(r_fb.fbo, r_fb.depthtexture, r_fb.colortexture, NULL, NULL, NULL);
6156 if (r_fb.bloomtexturewidth && r_fb.bloomtextureheight)
6158 for (i = 0;i < (int)(sizeof(r_fb.bloomtexture)/sizeof(r_fb.bloomtexture[i]));i++)
6160 r_fb.bloomtexture[i] = R_LoadTexture2D(r_main_texturepool, "framebufferbloom", r_fb.bloomtexturewidth, r_fb.bloomtextureheight, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
6162 r_fb.bloomfbo[i] = R_Mesh_CreateFramebufferObject(NULL, r_fb.bloomtexture[i], NULL, NULL, NULL);
6167 // bloom texture is a different resolution
6168 r_fb.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.width);
6169 r_fb.bloomheight = r_fb.bloomwidth * r_refdef.view.height / r_refdef.view.width;
6170 r_fb.bloomheight = bound(1, r_fb.bloomheight, r_refdef.view.height);
6171 r_fb.bloomwidth = bound(1, r_fb.bloomwidth, r_fb.bloomtexturewidth);
6172 r_fb.bloomheight = bound(1, r_fb.bloomheight, r_fb.bloomtextureheight);
6174 // set up a texcoord array for the full resolution screen image
6175 // (we have to keep this around to copy back during final render)
6176 r_fb.screentexcoord2f[0] = 0;
6177 r_fb.screentexcoord2f[1] = (float)viewheight / (float)r_fb.screentextureheight;
6178 r_fb.screentexcoord2f[2] = (float)viewwidth / (float)r_fb.screentexturewidth;
6179 r_fb.screentexcoord2f[3] = (float)viewheight / (float)r_fb.screentextureheight;
6180 r_fb.screentexcoord2f[4] = (float)viewwidth / (float)r_fb.screentexturewidth;
6181 r_fb.screentexcoord2f[5] = 0;
6182 r_fb.screentexcoord2f[6] = 0;
6183 r_fb.screentexcoord2f[7] = 0;
6187 for (i = 1;i < 8;i += 2)
6189 r_fb.screentexcoord2f[i] += 1 - (float)(viewheight + r_refdef.view.y) / (float)r_fb.screentextureheight;
6193 // set up a texcoord array for the reduced resolution bloom image
6194 // (which will be additive blended over the screen image)
6195 r_fb.bloomtexcoord2f[0] = 0;
6196 r_fb.bloomtexcoord2f[1] = (float)r_fb.bloomheight / (float)r_fb.bloomtextureheight;
6197 r_fb.bloomtexcoord2f[2] = (float)r_fb.bloomwidth / (float)r_fb.bloomtexturewidth;
6198 r_fb.bloomtexcoord2f[3] = (float)r_fb.bloomheight / (float)r_fb.bloomtextureheight;
6199 r_fb.bloomtexcoord2f[4] = (float)r_fb.bloomwidth / (float)r_fb.bloomtexturewidth;
6200 r_fb.bloomtexcoord2f[5] = 0;
6201 r_fb.bloomtexcoord2f[6] = 0;
6202 r_fb.bloomtexcoord2f[7] = 0;
6204 switch(vid.renderpath)
6206 case RENDERPATH_GL11:
6207 case RENDERPATH_GL13:
6208 case RENDERPATH_GL20:
6209 case RENDERPATH_SOFT:
6210 case RENDERPATH_GLES1:
6211 case RENDERPATH_GLES2:
6213 case RENDERPATH_D3D9:
6214 case RENDERPATH_D3D10:
6215 case RENDERPATH_D3D11:
6216 for (i = 0;i < 4;i++)
6218 r_fb.screentexcoord2f[i*2+0] += 0.5f / (float)r_fb.screentexturewidth;
6219 r_fb.screentexcoord2f[i*2+1] += 0.5f / (float)r_fb.screentextureheight;
6220 r_fb.bloomtexcoord2f[i*2+0] += 0.5f / (float)r_fb.bloomtexturewidth;
6221 r_fb.bloomtexcoord2f[i*2+1] += 0.5f / (float)r_fb.bloomtextureheight;
6226 R_Viewport_InitOrtho(&r_fb.bloomviewport, &identitymatrix, 0, 0, r_fb.bloomwidth, r_fb.bloomheight, 0, 0, 1, 1, -10, 100, NULL);
6229 r_refdef.view.clear = true;
6232 static void R_Bloom_MakeTexture(void)
6235 float xoffset, yoffset, r, brighten;
6237 float colorscale = r_bloom_colorscale.value;
6239 r_refdef.stats.bloom++;
6242 // this copy is unnecessary since it happens in R_BlendView already
6245 R_Mesh_CopyToTexture(r_fb.colortexture, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
6246 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
6250 // scale down screen texture to the bloom texture size
6252 r_fb.bloomindex = 0;
6253 R_Mesh_SetRenderTargets(r_fb.bloomfbo[r_fb.bloomindex], NULL, r_fb.bloomtexture[r_fb.bloomindex], NULL, NULL, NULL);
6254 R_SetViewport(&r_fb.bloomviewport);
6255 GL_DepthTest(false);
6256 GL_BlendFunc(GL_ONE, GL_ZERO);
6257 GL_Color(colorscale, colorscale, colorscale, 1);
6258 // D3D has upside down Y coords, the easiest way to flip this is to flip the screen vertices rather than the texcoords, so we just use a different array for that...
6259 switch(vid.renderpath)
6261 case RENDERPATH_GL11:
6262 case RENDERPATH_GL13:
6263 case RENDERPATH_GL20:
6264 case RENDERPATH_GLES1:
6265 case RENDERPATH_GLES2:
6266 case RENDERPATH_SOFT:
6267 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.screentexcoord2f);
6269 case RENDERPATH_D3D9:
6270 case RENDERPATH_D3D10:
6271 case RENDERPATH_D3D11:
6272 R_Mesh_PrepareVertices_Generic_Arrays(4, r_d3dscreenvertex3f, NULL, r_fb.screentexcoord2f);
6275 // TODO: do boxfilter scale-down in shader?
6276 R_SetupShader_Generic(r_fb.colortexture, NULL, GL_MODULATE, 1, false, true, true);
6277 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6278 r_refdef.stats.bloom_drawpixels += r_fb.bloomwidth * r_fb.bloomheight;
6280 // we now have a properly scaled bloom image
6281 if (!r_fb.bloomfbo[r_fb.bloomindex])
6283 // copy it into the bloom texture
6284 R_Mesh_CopyToTexture(r_fb.bloomtexture[r_fb.bloomindex], 0, 0, r_fb.bloomviewport.x, r_fb.bloomviewport.y, r_fb.bloomviewport.width, r_fb.bloomviewport.height);
6285 r_refdef.stats.bloom_copypixels += r_fb.bloomviewport.width * r_fb.bloomviewport.height;
6288 // multiply bloom image by itself as many times as desired
6289 for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
6291 intex = r_fb.bloomtexture[r_fb.bloomindex];
6292 r_fb.bloomindex ^= 1;
6293 R_Mesh_SetRenderTargets(r_fb.bloomfbo[r_fb.bloomindex], NULL, r_fb.bloomtexture[r_fb.bloomindex], NULL, NULL, NULL);
6295 r = bound(0, r_bloom_colorexponent.value / x, 1); // always 0.5 to 1
6296 if (!r_fb.bloomfbo[r_fb.bloomindex])
6298 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR); // square it and multiply by two
6299 GL_Color(r,r,r,1); // apply fix factor
6304 GL_Clear(GL_COLOR_BUFFER_BIT, NULL, 1.0f, 128);
6305 GL_BlendFunc(GL_SRC_COLOR, GL_ZERO); // square it
6306 GL_Color(1,1,1,1); // no fix factor supported here
6308 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.bloomtexcoord2f);
6309 R_SetupShader_Generic(intex, NULL, GL_MODULATE, 1, false, true, false);
6310 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6311 r_refdef.stats.bloom_drawpixels += r_fb.bloomwidth * r_fb.bloomheight;
6313 if (!r_fb.bloomfbo[r_fb.bloomindex])
6315 // copy the darkened image to a texture
6316 R_Mesh_CopyToTexture(r_fb.bloomtexture[r_fb.bloomindex], 0, 0, r_fb.bloomviewport.x, r_fb.bloomviewport.y, r_fb.bloomviewport.width, r_fb.bloomviewport.height);
6317 r_refdef.stats.bloom_copypixels += r_fb.bloomviewport.width * r_fb.bloomviewport.height;
6321 range = r_bloom_blur.integer * r_fb.bloomwidth / 320;
6322 brighten = r_bloom_brighten.value;
6323 brighten = sqrt(brighten);
6325 brighten *= (3 * range) / (2 * range - 1); // compensate for the "dot particle"
6327 for (dir = 0;dir < 2;dir++)
6329 intex = r_fb.bloomtexture[r_fb.bloomindex];
6330 r_fb.bloomindex ^= 1;
6331 R_Mesh_SetRenderTargets(r_fb.bloomfbo[r_fb.bloomindex], NULL, r_fb.bloomtexture[r_fb.bloomindex], NULL, NULL, NULL);
6332 // blend on at multiple vertical offsets to achieve a vertical blur
6333 // TODO: do offset blends using GLSL
6334 // TODO instead of changing the texcoords, change the target positions to prevent artifacts at edges
6335 GL_BlendFunc(GL_ONE, GL_ZERO);
6336 R_SetupShader_Generic(intex, NULL, GL_MODULATE, 1, false, true, false);
6337 for (x = -range;x <= range;x++)
6339 if (!dir){xoffset = 0;yoffset = x;}
6340 else {xoffset = x;yoffset = 0;}
6341 xoffset /= (float)r_fb.bloomtexturewidth;
6342 yoffset /= (float)r_fb.bloomtextureheight;
6343 // compute a texcoord array with the specified x and y offset
6344 r_fb.offsettexcoord2f[0] = xoffset+r_fb.bloomtexcoord2f[0];
6345 r_fb.offsettexcoord2f[1] = yoffset+r_fb.bloomtexcoord2f[1];
6346 r_fb.offsettexcoord2f[2] = xoffset+r_fb.bloomtexcoord2f[2];
6347 r_fb.offsettexcoord2f[3] = yoffset+r_fb.bloomtexcoord2f[3];
6348 r_fb.offsettexcoord2f[4] = xoffset+r_fb.bloomtexcoord2f[4];
6349 r_fb.offsettexcoord2f[5] = yoffset+r_fb.bloomtexcoord2f[5];
6350 r_fb.offsettexcoord2f[6] = xoffset+r_fb.bloomtexcoord2f[6];
6351 r_fb.offsettexcoord2f[7] = yoffset+r_fb.bloomtexcoord2f[7];
6352 // this r value looks like a 'dot' particle, fading sharply to
6353 // black at the edges
6354 // (probably not realistic but looks good enough)
6355 //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
6356 //r = brighten/(range*2+1);
6357 r = brighten / (range * 2 + 1);
6359 r *= (1 - x*x/(float)(range*range));
6360 GL_Color(r, r, r, 1);
6361 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.offsettexcoord2f);
6362 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6363 r_refdef.stats.bloom_drawpixels += r_fb.bloomwidth * r_fb.bloomheight;
6364 GL_BlendFunc(GL_ONE, GL_ONE);
6367 if (!r_fb.bloomfbo[r_fb.bloomindex])
6369 // copy the vertically or horizontally blurred bloom view to a texture
6370 R_Mesh_CopyToTexture(r_fb.bloomtexture[r_fb.bloomindex], 0, 0, r_fb.bloomviewport.x, r_fb.bloomviewport.y, r_fb.bloomviewport.width, r_fb.bloomviewport.height);
6371 r_refdef.stats.bloom_copypixels += r_fb.bloomviewport.width * r_fb.bloomviewport.height;
6376 static void R_BlendView(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
6378 unsigned int permutation;
6379 float uservecs[4][4];
6381 R_EntityMatrix(&identitymatrix);
6383 switch (vid.renderpath)
6385 case RENDERPATH_GL20:
6386 case RENDERPATH_D3D9:
6387 case RENDERPATH_D3D10:
6388 case RENDERPATH_D3D11:
6389 case RENDERPATH_SOFT:
6390 case RENDERPATH_GLES2:
6392 (r_fb.bloomtexture[r_fb.bloomindex] ? SHADERPERMUTATION_BLOOM : 0)
6393 | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0)
6394 | ((v_glslgamma.value && !vid_gammatables_trivial) ? SHADERPERMUTATION_GAMMARAMPS : 0)
6395 | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0)
6396 | ((!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) ? SHADERPERMUTATION_SATURATION : 0);
6398 if (r_fb.colortexture)
6402 R_Mesh_CopyToTexture(r_fb.colortexture, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
6403 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
6406 if(!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0) && r_fb.ghosttexture)
6408 // declare variables
6409 float blur_factor, blur_mouseaccel, blur_velocity;
6410 static float blur_average;
6411 static vec3_t blur_oldangles; // used to see how quickly the mouse is moving
6413 // set a goal for the factoring
6414 blur_velocity = bound(0, (VectorLength(cl.movement_velocity) - r_motionblur_velocityfactor_minspeed.value)
6415 / max(1, r_motionblur_velocityfactor_maxspeed.value - r_motionblur_velocityfactor_minspeed.value), 1);
6416 blur_mouseaccel = bound(0, ((fabs(VectorLength(cl.viewangles) - VectorLength(blur_oldangles)) * 10) - r_motionblur_mousefactor_minspeed.value)
6417 / max(1, r_motionblur_mousefactor_maxspeed.value - r_motionblur_mousefactor_minspeed.value), 1);
6418 blur_factor = ((blur_velocity * r_motionblur_velocityfactor.value)
6419 + (blur_mouseaccel * r_motionblur_mousefactor.value));
6421 // from the goal, pick an averaged value between goal and last value
6422 cl.motionbluralpha = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_averaging.value), 1);
6423 blur_average = blur_average * (1 - cl.motionbluralpha) + blur_factor * cl.motionbluralpha;
6425 // enforce minimum amount of blur
6426 blur_factor = blur_average * (1 - r_motionblur_minblur.value) + r_motionblur_minblur.value;
6428 //Con_Printf("motionblur: direct factor: %f, averaged factor: %f, velocity: %f, mouse accel: %f \n", blur_factor, blur_average, blur_velocity, blur_mouseaccel);
6430 // calculate values into a standard alpha
6431 cl.motionbluralpha = 1 - exp(-
6433 (r_motionblur.value * blur_factor / 80)
6435 (r_damageblur.value * (cl.cshifts[CSHIFT_DAMAGE].percent / 1600))
6438 max(0.0001, cl.time - cl.oldtime) // fps independent
6441 // randomization for the blur value to combat persistent ghosting
6442 cl.motionbluralpha *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value);
6443 cl.motionbluralpha = bound(0, cl.motionbluralpha, r_motionblur_maxblur.value);
6446 R_ResetViewRendering2D(fbo, depthtexture, colortexture);
6447 if (cl.motionbluralpha > 0 && !r_refdef.envmap && r_fb.ghosttexture_valid)
6449 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6450 GL_Color(1, 1, 1, cl.motionbluralpha);
6451 switch(vid.renderpath)
6453 case RENDERPATH_GL11:
6454 case RENDERPATH_GL13:
6455 case RENDERPATH_GL20:
6456 case RENDERPATH_GLES1:
6457 case RENDERPATH_GLES2:
6458 case RENDERPATH_SOFT:
6459 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.screentexcoord2f);
6461 case RENDERPATH_D3D9:
6462 case RENDERPATH_D3D10:
6463 case RENDERPATH_D3D11:
6464 R_Mesh_PrepareVertices_Generic_Arrays(4, r_d3dscreenvertex3f, NULL, r_fb.screentexcoord2f);
6467 R_SetupShader_Generic(r_fb.ghosttexture, NULL, GL_MODULATE, 1, false, true, true);
6468 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6469 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
6472 // updates old view angles for next pass
6473 VectorCopy(cl.viewangles, blur_oldangles);
6475 // copy view into the ghost texture
6476 R_Mesh_CopyToTexture(r_fb.ghosttexture, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
6477 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
6478 r_fb.ghosttexture_valid = true;
6483 // no r_fb.colortexture means we're rendering to the real fb
6484 // we may still have to do view tint...
6485 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
6487 // apply a color tint to the whole view
6488 R_ResetViewRendering2D(0, NULL, NULL);
6489 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6490 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
6491 R_SetupShader_Generic_NoTexture(false, true);
6492 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6493 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6495 break; // no screen processing, no bloom, skip it
6498 if (r_fb.bloomtexture[0])
6500 // make the bloom texture
6501 R_Bloom_MakeTexture();
6504 #if _MSC_VER >= 1400
6505 #define sscanf sscanf_s
6507 memset(uservecs, 0, sizeof(uservecs));
6508 if (r_glsl_postprocess_uservec1_enable.integer)
6509 sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &uservecs[0][0], &uservecs[0][1], &uservecs[0][2], &uservecs[0][3]);
6510 if (r_glsl_postprocess_uservec2_enable.integer)
6511 sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &uservecs[1][0], &uservecs[1][1], &uservecs[1][2], &uservecs[1][3]);
6512 if (r_glsl_postprocess_uservec3_enable.integer)
6513 sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &uservecs[2][0], &uservecs[2][1], &uservecs[2][2], &uservecs[2][3]);
6514 if (r_glsl_postprocess_uservec4_enable.integer)
6515 sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &uservecs[3][0], &uservecs[3][1], &uservecs[3][2], &uservecs[3][3]);
6517 R_ResetViewRendering2D(0, NULL, NULL); // here we render to the real framebuffer!
6518 GL_Color(1, 1, 1, 1);
6519 GL_BlendFunc(GL_ONE, GL_ZERO);
6521 switch(vid.renderpath)
6523 case RENDERPATH_GL20:
6524 case RENDERPATH_GLES2:
6525 R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_fb.screentexcoord2f, r_fb.bloomtexcoord2f);
6526 R_SetupShader_SetPermutationGLSL(SHADERMODE_POSTPROCESS, permutation);
6527 if (r_glsl_permutation->tex_Texture_First >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , r_fb.colortexture);
6528 if (r_glsl_permutation->tex_Texture_Second >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second , r_fb.bloomtexture[r_fb.bloomindex]);
6529 if (r_glsl_permutation->tex_Texture_GammaRamps >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps );
6530 if (r_glsl_permutation->loc_ViewTintColor >= 0) qglUniform4f(r_glsl_permutation->loc_ViewTintColor , r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6531 if (r_glsl_permutation->loc_PixelSize >= 0) qglUniform2f(r_glsl_permutation->loc_PixelSize , 1.0/r_fb.screentexturewidth, 1.0/r_fb.screentextureheight);
6532 if (r_glsl_permutation->loc_UserVec1 >= 0) qglUniform4f(r_glsl_permutation->loc_UserVec1 , uservecs[0][0], uservecs[0][1], uservecs[0][2], uservecs[0][3]);
6533 if (r_glsl_permutation->loc_UserVec2 >= 0) qglUniform4f(r_glsl_permutation->loc_UserVec2 , uservecs[1][0], uservecs[1][1], uservecs[1][2], uservecs[1][3]);
6534 if (r_glsl_permutation->loc_UserVec3 >= 0) qglUniform4f(r_glsl_permutation->loc_UserVec3 , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]);
6535 if (r_glsl_permutation->loc_UserVec4 >= 0) qglUniform4f(r_glsl_permutation->loc_UserVec4 , uservecs[3][0], uservecs[3][1], uservecs[3][2], uservecs[3][3]);
6536 if (r_glsl_permutation->loc_Saturation >= 0) qglUniform1f(r_glsl_permutation->loc_Saturation , r_glsl_saturation.value);
6537 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
6538 if (r_glsl_permutation->loc_BloomColorSubtract >= 0) qglUniform4f(r_glsl_permutation->loc_BloomColorSubtract , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f);
6540 case RENDERPATH_D3D9:
6542 // D3D has upside down Y coords, the easiest way to flip this is to flip the screen vertices rather than the texcoords, so we just use a different array for that...
6543 R_Mesh_PrepareVertices_Mesh_Arrays(4, r_d3dscreenvertex3f, NULL, NULL, NULL, NULL, r_fb.screentexcoord2f, r_fb.bloomtexcoord2f);
6544 R_SetupShader_SetPermutationHLSL(SHADERMODE_POSTPROCESS, permutation);
6545 R_Mesh_TexBind(GL20TU_FIRST , r_fb.colortexture);
6546 R_Mesh_TexBind(GL20TU_SECOND , r_fb.bloomtexture[r_fb.bloomindex]);
6547 R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps );
6548 hlslPSSetParameter4f(D3DPSREGISTER_ViewTintColor , r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6549 hlslPSSetParameter2f(D3DPSREGISTER_PixelSize , 1.0/r_fb.screentexturewidth, 1.0/r_fb.screentextureheight);
6550 hlslPSSetParameter4f(D3DPSREGISTER_UserVec1 , uservecs[0][0], uservecs[0][1], uservecs[0][2], uservecs[0][3]);
6551 hlslPSSetParameter4f(D3DPSREGISTER_UserVec2 , uservecs[1][0], uservecs[1][1], uservecs[1][2], uservecs[1][3]);
6552 hlslPSSetParameter4f(D3DPSREGISTER_UserVec3 , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]);
6553 hlslPSSetParameter4f(D3DPSREGISTER_UserVec4 , uservecs[3][0], uservecs[3][1], uservecs[3][2], uservecs[3][3]);
6554 hlslPSSetParameter1f(D3DPSREGISTER_Saturation , r_glsl_saturation.value);
6555 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
6556 hlslPSSetParameter4f(D3DPSREGISTER_BloomColorSubtract , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f);
6559 case RENDERPATH_D3D10:
6560 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
6562 case RENDERPATH_D3D11:
6563 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
6565 case RENDERPATH_SOFT:
6566 R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_fb.screentexcoord2f, r_fb.bloomtexcoord2f);
6567 R_SetupShader_SetPermutationSoft(SHADERMODE_POSTPROCESS, permutation);
6568 R_Mesh_TexBind(GL20TU_FIRST , r_fb.colortexture);
6569 R_Mesh_TexBind(GL20TU_SECOND , r_fb.bloomtexture[r_fb.bloomindex]);
6570 R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps );
6571 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ViewTintColor , r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6572 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelSize , 1.0/r_fb.screentexturewidth, 1.0/r_fb.screentextureheight);
6573 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec1 , uservecs[0][0], uservecs[0][1], uservecs[0][2], uservecs[0][3]);
6574 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec2 , uservecs[1][0], uservecs[1][1], uservecs[1][2], uservecs[1][3]);
6575 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec3 , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]);
6576 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec4 , uservecs[3][0], uservecs[3][1], uservecs[3][2], uservecs[3][3]);
6577 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_Saturation , r_glsl_saturation.value);
6578 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
6579 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_BloomColorSubtract , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f);
6584 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6585 r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
6587 case RENDERPATH_GL11:
6588 case RENDERPATH_GL13:
6589 case RENDERPATH_GLES1:
6590 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
6592 // apply a color tint to the whole view
6593 R_ResetViewRendering2D(0, NULL, NULL);
6594 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6595 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
6596 R_SetupShader_Generic_NoTexture(false, true);
6597 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6598 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6604 matrix4x4_t r_waterscrollmatrix;
6606 void R_UpdateFog(void)
6609 if (gamemode == GAME_NEHAHRA)
6611 if (gl_fogenable.integer)
6613 r_refdef.oldgl_fogenable = true;
6614 r_refdef.fog_density = gl_fogdensity.value;
6615 r_refdef.fog_red = gl_fogred.value;
6616 r_refdef.fog_green = gl_foggreen.value;
6617 r_refdef.fog_blue = gl_fogblue.value;
6618 r_refdef.fog_alpha = 1;
6619 r_refdef.fog_start = 0;
6620 r_refdef.fog_end = gl_skyclip.value;
6621 r_refdef.fog_height = 1<<30;
6622 r_refdef.fog_fadedepth = 128;
6624 else if (r_refdef.oldgl_fogenable)
6626 r_refdef.oldgl_fogenable = false;
6627 r_refdef.fog_density = 0;
6628 r_refdef.fog_red = 0;
6629 r_refdef.fog_green = 0;
6630 r_refdef.fog_blue = 0;
6631 r_refdef.fog_alpha = 0;
6632 r_refdef.fog_start = 0;
6633 r_refdef.fog_end = 0;
6634 r_refdef.fog_height = 1<<30;
6635 r_refdef.fog_fadedepth = 128;
6640 r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
6641 r_refdef.fog_start = max(0, r_refdef.fog_start);
6642 r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
6644 if (r_refdef.fog_density && r_drawfog.integer)
6646 r_refdef.fogenabled = true;
6647 // this is the point where the fog reaches 0.9986 alpha, which we
6648 // consider a good enough cutoff point for the texture
6649 // (0.9986 * 256 == 255.6)
6650 if (r_fog_exp2.integer)
6651 r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
6653 r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
6654 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
6655 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
6656 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
6657 if (strcmp(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename))
6658 R_BuildFogHeightTexture();
6659 // fog color was already set
6660 // update the fog texture
6661 if (r_refdef.fogmasktable_start != r_refdef.fog_start || r_refdef.fogmasktable_alpha != r_refdef.fog_alpha || r_refdef.fogmasktable_density != r_refdef.fog_density || r_refdef.fogmasktable_range != r_refdef.fogrange)
6662 R_BuildFogTexture();
6663 r_refdef.fog_height_texcoordscale = 1.0f / max(0.125f, r_refdef.fog_fadedepth);
6664 r_refdef.fog_height_tablescale = r_refdef.fog_height_tablesize * r_refdef.fog_height_texcoordscale;
6667 r_refdef.fogenabled = false;
6670 if (r_refdef.fog_density)
6672 r_refdef.fogcolor[0] = r_refdef.fog_red;
6673 r_refdef.fogcolor[1] = r_refdef.fog_green;
6674 r_refdef.fogcolor[2] = r_refdef.fog_blue;
6676 Vector4Set(r_refdef.fogplane, 0, 0, 1, -r_refdef.fog_height);
6677 r_refdef.fogplaneviewdist = DotProduct(r_refdef.fogplane, r_refdef.view.origin) + r_refdef.fogplane[3];
6678 r_refdef.fogplaneviewabove = r_refdef.fogplaneviewdist >= 0;
6679 r_refdef.fogheightfade = -0.5f/max(0.125f, r_refdef.fog_fadedepth);
6683 VectorCopy(r_refdef.fogcolor, fogvec);
6684 // color.rgb *= ContrastBoost * SceneBrightness;
6685 VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
6686 r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
6687 r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
6688 r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
6693 void R_UpdateVariables(void)
6697 r_refdef.scene.ambient = r_ambient.value * (1.0f / 64.0f);
6699 r_refdef.farclip = r_farclip_base.value;
6700 if (r_refdef.scene.worldmodel)
6701 r_refdef.farclip += r_refdef.scene.worldmodel->radius * r_farclip_world.value * 2;
6702 r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
6704 if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
6705 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
6706 r_refdef.polygonfactor = 0;
6707 r_refdef.polygonoffset = 0;
6708 r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
6709 r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
6711 r_refdef.scene.rtworld = r_shadow_realtime_world.integer != 0;
6712 r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && vid.stencil;
6713 r_refdef.scene.rtdlight = r_shadow_realtime_dlight.integer != 0 && !gl_flashblend.integer && r_dynamic.integer;
6714 r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && vid.stencil;
6715 r_refdef.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
6716 if (FAKELIGHT_ENABLED)
6718 r_refdef.lightmapintensity *= r_fakelight_intensity.value;
6720 else if (r_refdef.scene.worldmodel)
6722 r_refdef.lightmapintensity *= r_refdef.scene.worldmodel->lightmapscale;
6724 if (r_showsurfaces.integer)
6726 r_refdef.scene.rtworld = false;
6727 r_refdef.scene.rtworldshadows = false;
6728 r_refdef.scene.rtdlight = false;
6729 r_refdef.scene.rtdlightshadows = false;
6730 r_refdef.lightmapintensity = 0;
6733 switch(vid.renderpath)
6735 case RENDERPATH_GL20:
6736 case RENDERPATH_D3D9:
6737 case RENDERPATH_D3D10:
6738 case RENDERPATH_D3D11:
6739 case RENDERPATH_SOFT:
6740 case RENDERPATH_GLES2:
6741 if(v_glslgamma.integer && !vid_gammatables_trivial)
6743 if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
6745 // build GLSL gamma texture
6746 #define RAMPWIDTH 256
6747 unsigned short ramp[RAMPWIDTH * 3];
6748 unsigned char rampbgr[RAMPWIDTH][4];
6751 r_texture_gammaramps_serial = vid_gammatables_serial;
6753 VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
6754 for(i = 0; i < RAMPWIDTH; ++i)
6756 rampbgr[i][0] = (unsigned char) (ramp[i + 2 * RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
6757 rampbgr[i][1] = (unsigned char) (ramp[i + RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
6758 rampbgr[i][2] = (unsigned char) (ramp[i] * 255.0 / 65535.0 + 0.5);
6761 if (r_texture_gammaramps)
6763 R_UpdateTexture(r_texture_gammaramps, &rampbgr[0][0], 0, 0, 0, RAMPWIDTH, 1, 1);
6767 r_texture_gammaramps = R_LoadTexture2D(r_main_texturepool, "gammaramps", RAMPWIDTH, 1, &rampbgr[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
6773 // remove GLSL gamma texture
6776 case RENDERPATH_GL11:
6777 case RENDERPATH_GL13:
6778 case RENDERPATH_GLES1:
6783 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
6784 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
6790 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
6791 if( scenetype != r_currentscenetype ) {
6792 // store the old scenetype
6793 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
6794 r_currentscenetype = scenetype;
6795 // move in the new scene
6796 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
6805 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
6807 // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
6808 if( scenetype == r_currentscenetype ) {
6809 return &r_refdef.scene;
6811 return &r_scenes_store[ scenetype ];
6815 static int R_SortEntities_Compare(const void *ap, const void *bp)
6817 const entity_render_t *a = *(const entity_render_t **)ap;
6818 const entity_render_t *b = *(const entity_render_t **)bp;
6821 if(a->model < b->model)
6823 if(a->model > b->model)
6827 // TODO possibly calculate the REAL skinnum here first using
6829 if(a->skinnum < b->skinnum)
6831 if(a->skinnum > b->skinnum)
6834 // everything we compared is equal
6837 static void R_SortEntities(void)
6839 // below or equal 2 ents, sorting never gains anything
6840 if(r_refdef.scene.numentities <= 2)
6843 qsort(r_refdef.scene.entities, r_refdef.scene.numentities, sizeof(*r_refdef.scene.entities), R_SortEntities_Compare);
6851 int dpsoftrast_test;
6852 extern cvar_t r_shadow_bouncegrid;
6853 void R_RenderView(void)
6855 matrix4x4_t originalmatrix = r_refdef.view.matrix, offsetmatrix;
6857 rtexture_t *depthtexture;
6858 rtexture_t *colortexture;
6860 dpsoftrast_test = r_test.integer;
6862 if (r_timereport_active)
6863 R_TimeReport("start");
6864 r_textureframe++; // used only by R_GetCurrentTexture
6865 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
6867 if(R_CompileShader_CheckStaticParms())
6870 if (!r_drawentities.integer)
6871 r_refdef.scene.numentities = 0;
6872 else if (r_sortentities.integer)
6875 R_AnimCache_ClearCache();
6876 R_FrameData_NewFrame();
6878 /* adjust for stereo display */
6879 if(R_Stereo_Active())
6881 Matrix4x4_CreateFromQuakeEntity(&offsetmatrix, 0, r_stereo_separation.value * (0.5f - r_stereo_side), 0, 0, r_stereo_angle.value * (0.5f - r_stereo_side), 0, 1);
6882 Matrix4x4_Concat(&r_refdef.view.matrix, &originalmatrix, &offsetmatrix);
6885 if (r_refdef.view.isoverlay)
6887 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
6888 R_Mesh_SetRenderTargets(0, NULL, NULL, NULL, NULL, NULL);
6889 GL_Clear(GL_DEPTH_BUFFER_BIT, NULL, 1.0f, 0);
6890 R_TimeReport("depthclear");
6892 r_refdef.view.showdebug = false;
6894 r_fb.water.enabled = false;
6895 r_fb.water.numwaterplanes = 0;
6897 R_RenderScene(0, NULL, NULL);
6899 r_refdef.view.matrix = originalmatrix;
6905 if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0 || !r_renderview.integer || cl_videoplaying/* || !r_refdef.scene.worldmodel*/)
6907 r_refdef.view.matrix = originalmatrix;
6911 r_refdef.view.colorscale = r_hdr_scenebrightness.value * r_hdr_irisadaptation_value.value;
6913 if(vid_sRGB.integer && vid_sRGB_fallback.integer && !vid.sRGB3D)
6914 // in sRGB fallback, behave similar to true sRGB: convert this
6915 // value from linear to sRGB
6916 r_refdef.view.colorscale = Image_sRGBFloatFromLinearFloat(r_refdef.view.colorscale);
6918 R_RenderView_UpdateViewVectors();
6920 R_Shadow_UpdateWorldLightSelection();
6922 R_Bloom_StartFrame();
6924 // apply bloom brightness offset
6925 if(r_fb.bloomtexture[0])
6926 r_refdef.view.colorscale *= r_bloom_scenebrightness.value;
6928 R_Water_StartFrame();
6930 // now we probably have an fbo to render into
6932 depthtexture = r_fb.depthtexture;
6933 colortexture = r_fb.colortexture;
6936 if (r_timereport_active)
6937 R_TimeReport("viewsetup");
6939 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
6941 if (r_refdef.view.clear || r_refdef.fogenabled || fbo)
6943 R_ClearScreen(r_refdef.fogenabled);
6944 if (r_timereport_active)
6945 R_TimeReport("viewclear");
6947 r_refdef.view.clear = true;
6949 r_refdef.view.showdebug = true;
6952 if (r_timereport_active)
6953 R_TimeReport("visibility");
6955 R_AnimCache_CacheVisibleEntities();
6956 if (r_timereport_active)
6957 R_TimeReport("animcache");
6959 R_Shadow_UpdateBounceGridTexture();
6960 if (r_timereport_active && r_shadow_bouncegrid.integer)
6961 R_TimeReport("bouncegrid");
6963 r_fb.water.numwaterplanes = 0;
6964 if (r_fb.water.enabled)
6965 R_RenderWaterPlanes(fbo, depthtexture, colortexture);
6967 R_RenderScene(fbo, depthtexture, colortexture);
6968 r_fb.water.numwaterplanes = 0;
6970 R_BlendView(fbo, depthtexture, colortexture);
6971 if (r_timereport_active)
6972 R_TimeReport("blendview");
6974 GL_Scissor(0, 0, vid.width, vid.height);
6975 GL_ScissorTest(false);
6977 r_refdef.view.matrix = originalmatrix;
6982 void R_RenderWaterPlanes(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
6984 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
6986 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
6987 if (r_timereport_active)
6988 R_TimeReport("waterworld");
6991 // don't let sound skip if going slow
6992 if (r_refdef.scene.extraupdate)
6995 R_DrawModelsAddWaterPlanes();
6996 if (r_timereport_active)
6997 R_TimeReport("watermodels");
6999 if (r_fb.water.numwaterplanes)
7001 R_Water_ProcessPlanes(fbo, depthtexture, colortexture);
7002 if (r_timereport_active)
7003 R_TimeReport("waterscenes");
7007 extern cvar_t cl_locs_show;
7008 static void R_DrawLocs(void);
7009 static void R_DrawEntityBBoxes(void);
7010 static void R_DrawModelDecals(void);
7011 extern cvar_t cl_decals_newsystem;
7012 extern qboolean r_shadow_usingdeferredprepass;
7013 void R_RenderScene(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
7015 qboolean shadowmapping = false;
7017 if (r_timereport_active)
7018 R_TimeReport("beginscene");
7020 r_refdef.stats.renders++;
7024 // don't let sound skip if going slow
7025 if (r_refdef.scene.extraupdate)
7028 R_MeshQueue_BeginScene();
7032 Matrix4x4_CreateTranslate(&r_waterscrollmatrix, sin(r_refdef.scene.time) * 0.025 * r_waterscroll.value, sin(r_refdef.scene.time * 0.8f) * 0.025 * r_waterscroll.value, 0);
7034 if (r_timereport_active)
7035 R_TimeReport("skystartframe");
7037 if (cl.csqc_vidvars.drawworld)
7039 // don't let sound skip if going slow
7040 if (r_refdef.scene.extraupdate)
7043 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
7045 r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
7046 if (r_timereport_active)
7047 R_TimeReport("worldsky");
7050 if (R_DrawBrushModelsSky() && r_timereport_active)
7051 R_TimeReport("bmodelsky");
7053 if (skyrendermasked && skyrenderlater)
7055 // we have to force off the water clipping plane while rendering sky
7056 R_SetupView(false, fbo, depthtexture, colortexture);
7058 R_SetupView(true, fbo, depthtexture, colortexture);
7059 if (r_timereport_active)
7060 R_TimeReport("sky");
7064 R_Shadow_PrepareLights(fbo, depthtexture, colortexture);
7065 if (r_shadows.integer > 0 && r_refdef.lightmapintensity > 0)
7066 R_Shadow_PrepareModelShadows();
7067 if (r_timereport_active)
7068 R_TimeReport("preparelights");
7070 if (R_Shadow_ShadowMappingEnabled())
7071 shadowmapping = true;
7073 if (r_shadow_usingdeferredprepass)
7074 R_Shadow_DrawPrepass();
7076 if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
7078 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
7079 if (r_timereport_active)
7080 R_TimeReport("worlddepth");
7082 if (r_depthfirst.integer >= 2)
7084 R_DrawModelsDepth();
7085 if (r_timereport_active)
7086 R_TimeReport("modeldepth");
7089 if (r_shadows.integer >= 2 && shadowmapping && r_refdef.lightmapintensity > 0)
7091 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7092 R_DrawModelShadowMaps(fbo, depthtexture, colortexture);
7093 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7094 // don't let sound skip if going slow
7095 if (r_refdef.scene.extraupdate)
7099 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
7101 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
7102 if (r_timereport_active)
7103 R_TimeReport("world");
7106 // don't let sound skip if going slow
7107 if (r_refdef.scene.extraupdate)
7111 if (r_timereport_active)
7112 R_TimeReport("models");
7114 // don't let sound skip if going slow
7115 if (r_refdef.scene.extraupdate)
7118 if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && !r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
7120 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7121 R_DrawModelShadows(fbo, depthtexture, colortexture);
7122 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7123 // don't let sound skip if going slow
7124 if (r_refdef.scene.extraupdate)
7128 if (!r_shadow_usingdeferredprepass)
7130 R_Shadow_DrawLights();
7131 if (r_timereport_active)
7132 R_TimeReport("rtlights");
7135 // don't let sound skip if going slow
7136 if (r_refdef.scene.extraupdate)
7139 if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
7141 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7142 R_DrawModelShadows(fbo, depthtexture, colortexture);
7143 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7144 // don't let sound skip if going slow
7145 if (r_refdef.scene.extraupdate)
7149 if (cl.csqc_vidvars.drawworld)
7151 if (cl_decals_newsystem.integer)
7153 R_DrawModelDecals();
7154 if (r_timereport_active)
7155 R_TimeReport("modeldecals");
7160 if (r_timereport_active)
7161 R_TimeReport("decals");
7165 if (r_timereport_active)
7166 R_TimeReport("particles");
7169 if (r_timereport_active)
7170 R_TimeReport("explosions");
7172 R_DrawLightningBeams();
7173 if (r_timereport_active)
7174 R_TimeReport("lightning");
7178 VM_CL_AddPolygonsToMeshQueue(CLVM_prog);
7180 if (r_refdef.view.showdebug)
7182 if (cl_locs_show.integer)
7185 if (r_timereport_active)
7186 R_TimeReport("showlocs");
7189 if (r_drawportals.integer)
7192 if (r_timereport_active)
7193 R_TimeReport("portals");
7196 if (r_showbboxes.value > 0)
7198 R_DrawEntityBBoxes();
7199 if (r_timereport_active)
7200 R_TimeReport("bboxes");
7204 if (r_transparent.integer)
7206 R_MeshQueue_RenderTransparent();
7207 if (r_timereport_active)
7208 R_TimeReport("drawtrans");
7211 if (r_refdef.view.showdebug && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDebug && (r_showtris.value > 0 || r_shownormals.value != 0 || r_showcollisionbrushes.value > 0 || r_showoverdraw.value > 0))
7213 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
7214 if (r_timereport_active)
7215 R_TimeReport("worlddebug");
7216 R_DrawModelsDebug();
7217 if (r_timereport_active)
7218 R_TimeReport("modeldebug");
7221 if (cl.csqc_vidvars.drawworld)
7223 R_Shadow_DrawCoronas();
7224 if (r_timereport_active)
7225 R_TimeReport("coronas");
7230 GL_DepthTest(false);
7231 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
7232 GL_Color(1, 1, 1, 1);
7233 qglBegin(GL_POLYGON);
7234 qglVertex3f(r_refdef.view.frustumcorner[0][0], r_refdef.view.frustumcorner[0][1], r_refdef.view.frustumcorner[0][2]);
7235 qglVertex3f(r_refdef.view.frustumcorner[1][0], r_refdef.view.frustumcorner[1][1], r_refdef.view.frustumcorner[1][2]);
7236 qglVertex3f(r_refdef.view.frustumcorner[3][0], r_refdef.view.frustumcorner[3][1], r_refdef.view.frustumcorner[3][2]);
7237 qglVertex3f(r_refdef.view.frustumcorner[2][0], r_refdef.view.frustumcorner[2][1], r_refdef.view.frustumcorner[2][2]);
7239 qglBegin(GL_POLYGON);
7240 qglVertex3f(r_refdef.view.frustumcorner[0][0] + 1000 * r_refdef.view.forward[0], r_refdef.view.frustumcorner[0][1] + 1000 * r_refdef.view.forward[1], r_refdef.view.frustumcorner[0][2] + 1000 * r_refdef.view.forward[2]);
7241 qglVertex3f(r_refdef.view.frustumcorner[1][0] + 1000 * r_refdef.view.forward[0], r_refdef.view.frustumcorner[1][1] + 1000 * r_refdef.view.forward[1], r_refdef.view.frustumcorner[1][2] + 1000 * r_refdef.view.forward[2]);
7242 qglVertex3f(r_refdef.view.frustumcorner[3][0] + 1000 * r_refdef.view.forward[0], r_refdef.view.frustumcorner[3][1] + 1000 * r_refdef.view.forward[1], r_refdef.view.frustumcorner[3][2] + 1000 * r_refdef.view.forward[2]);
7243 qglVertex3f(r_refdef.view.frustumcorner[2][0] + 1000 * r_refdef.view.forward[0], r_refdef.view.frustumcorner[2][1] + 1000 * r_refdef.view.forward[1], r_refdef.view.frustumcorner[2][2] + 1000 * r_refdef.view.forward[2]);
7245 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
7249 // don't let sound skip if going slow
7250 if (r_refdef.scene.extraupdate)
7254 static const unsigned short bboxelements[36] =
7264 static void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
7267 float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
7269 RSurf_ActiveWorldEntity();
7271 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7272 GL_DepthMask(false);
7273 GL_DepthRange(0, 1);
7274 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
7275 // R_Mesh_ResetTextureState();
7277 vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
7278 vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
7279 vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
7280 vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
7281 vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
7282 vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
7283 vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
7284 vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
7285 R_FillColors(color4f, 8, cr, cg, cb, ca);
7286 if (r_refdef.fogenabled)
7288 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
7290 f1 = RSurf_FogVertex(v);
7292 c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
7293 c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
7294 c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
7297 R_Mesh_PrepareVertices_Generic_Arrays(8, vertex3f, color4f, NULL);
7298 R_Mesh_ResetTextureState();
7299 R_SetupShader_Generic_NoTexture(false, false);
7300 R_Mesh_Draw(0, 8, 0, 12, NULL, NULL, 0, bboxelements, NULL, 0);
7303 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
7305 prvm_prog_t *prog = SVVM_prog;
7308 prvm_edict_t *edict;
7310 // this function draws bounding boxes of server entities
7314 GL_CullFace(GL_NONE);
7315 R_SetupShader_Generic_NoTexture(false, false);
7317 for (i = 0;i < numsurfaces;i++)
7319 edict = PRVM_EDICT_NUM(surfacelist[i]);
7320 switch ((int)PRVM_serveredictfloat(edict, solid))
7322 case SOLID_NOT: Vector4Set(color, 1, 1, 1, 0.05);break;
7323 case SOLID_TRIGGER: Vector4Set(color, 1, 0, 1, 0.10);break;
7324 case SOLID_BBOX: Vector4Set(color, 0, 1, 0, 0.10);break;
7325 case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
7326 case SOLID_BSP: Vector4Set(color, 0, 0, 1, 0.05);break;
7327 case SOLID_CORPSE: Vector4Set(color, 1, 0.5, 0, 0.05);break;
7328 default: Vector4Set(color, 0, 0, 0, 0.50);break;
7330 color[3] *= r_showbboxes.value;
7331 color[3] = bound(0, color[3], 1);
7332 GL_DepthTest(!r_showdisabledepthtest.integer);
7333 GL_CullFace(r_refdef.view.cullface_front);
7334 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
7338 static void R_DrawEntityBBoxes(void)
7341 prvm_edict_t *edict;
7343 prvm_prog_t *prog = SVVM_prog;
7345 // this function draws bounding boxes of server entities
7349 for (i = 0;i < prog->num_edicts;i++)
7351 edict = PRVM_EDICT_NUM(i);
7352 if (edict->priv.server->free)
7354 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
7355 if(PRVM_serveredictedict(edict, tag_entity) != 0)
7357 if(PRVM_serveredictedict(edict, viewmodelforclient) != 0)
7359 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
7360 R_MeshQueue_AddTransparent(TRANSPARENTSORT_DISTANCE, center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
7364 static const int nomodelelement3i[24] =
7376 static const unsigned short nomodelelement3s[24] =
7388 static const float nomodelvertex3f[6*3] =
7398 static const float nomodelcolor4f[6*4] =
7400 0.0f, 0.0f, 0.5f, 1.0f,
7401 0.0f, 0.0f, 0.5f, 1.0f,
7402 0.0f, 0.5f, 0.0f, 1.0f,
7403 0.0f, 0.5f, 0.0f, 1.0f,
7404 0.5f, 0.0f, 0.0f, 1.0f,
7405 0.5f, 0.0f, 0.0f, 1.0f
7408 static void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
7414 RSurf_ActiveCustomEntity(&ent->matrix, &ent->inversematrix, ent->flags, ent->shadertime, ent->colormod[0], ent->colormod[1], ent->colormod[2], ent->alpha, 6, nomodelvertex3f, NULL, NULL, NULL, NULL, nomodelcolor4f, 8, nomodelelement3i, nomodelelement3s, false, false);
7416 // this is only called once per entity so numsurfaces is always 1, and
7417 // surfacelist is always {0}, so this code does not handle batches
7419 if (rsurface.ent_flags & RENDER_ADDITIVE)
7421 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
7422 GL_DepthMask(false);
7424 else if (rsurface.colormod[3] < 1)
7426 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7427 GL_DepthMask(false);
7431 GL_BlendFunc(GL_ONE, GL_ZERO);
7434 GL_DepthRange(0, (rsurface.ent_flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
7435 GL_PolygonOffset(rsurface.basepolygonfactor, rsurface.basepolygonoffset);
7436 GL_DepthTest(!(rsurface.ent_flags & RENDER_NODEPTHTEST));
7437 GL_CullFace((rsurface.ent_flags & RENDER_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
7438 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
7439 for (i = 0, c = color4f;i < 6;i++, c += 4)
7441 c[0] *= rsurface.colormod[0];
7442 c[1] *= rsurface.colormod[1];
7443 c[2] *= rsurface.colormod[2];
7444 c[3] *= rsurface.colormod[3];
7446 if (r_refdef.fogenabled)
7448 for (i = 0, c = color4f;i < 6;i++, c += 4)
7450 f1 = RSurf_FogVertex(nomodelvertex3f + 3*i);
7452 c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
7453 c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
7454 c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
7457 // R_Mesh_ResetTextureState();
7458 R_SetupShader_Generic_NoTexture(false, false);
7459 R_Mesh_PrepareVertices_Generic_Arrays(6, nomodelvertex3f, color4f, NULL);
7460 R_Mesh_Draw(0, 6, 0, 8, nomodelelement3i, NULL, 0, nomodelelement3s, NULL, 0);
7463 void R_DrawNoModel(entity_render_t *ent)
7466 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
7467 if ((ent->flags & RENDER_ADDITIVE) || (ent->alpha < 1))
7468 R_MeshQueue_AddTransparent((ent->flags & RENDER_NODEPTHTEST) ? TRANSPARENTSORT_HUD : TRANSPARENTSORT_DISTANCE, org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
7470 R_DrawNoModel_TransparentCallback(ent, rsurface.rtlight, 0, NULL);
7473 void R_CalcBeam_Vertex3f (float *vert, const float *org1, const float *org2, float width)
7475 vec3_t right1, right2, diff, normal;
7477 VectorSubtract (org2, org1, normal);
7479 // calculate 'right' vector for start
7480 VectorSubtract (r_refdef.view.origin, org1, diff);
7481 CrossProduct (normal, diff, right1);
7482 VectorNormalize (right1);
7484 // calculate 'right' vector for end
7485 VectorSubtract (r_refdef.view.origin, org2, diff);
7486 CrossProduct (normal, diff, right2);
7487 VectorNormalize (right2);
7489 vert[ 0] = org1[0] + width * right1[0];
7490 vert[ 1] = org1[1] + width * right1[1];
7491 vert[ 2] = org1[2] + width * right1[2];
7492 vert[ 3] = org1[0] - width * right1[0];
7493 vert[ 4] = org1[1] - width * right1[1];
7494 vert[ 5] = org1[2] - width * right1[2];
7495 vert[ 6] = org2[0] - width * right2[0];
7496 vert[ 7] = org2[1] - width * right2[1];
7497 vert[ 8] = org2[2] - width * right2[2];
7498 vert[ 9] = org2[0] + width * right2[0];
7499 vert[10] = org2[1] + width * right2[1];
7500 vert[11] = org2[2] + width * right2[2];
7503 void R_CalcSprite_Vertex3f(float *vertex3f, const vec3_t origin, const vec3_t left, const vec3_t up, float scalex1, float scalex2, float scaley1, float scaley2)
7505 vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
7506 vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
7507 vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
7508 vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
7509 vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
7510 vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
7511 vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
7512 vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
7513 vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
7514 vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
7515 vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
7516 vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
7519 static int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
7524 VectorSet(v, x, y, z);
7525 for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
7526 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
7528 if (i == mesh->numvertices)
7530 if (mesh->numvertices < mesh->maxvertices)
7532 VectorCopy(v, vertex3f);
7533 mesh->numvertices++;
7535 return mesh->numvertices;
7541 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
7545 element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
7546 element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
7547 e = mesh->element3i + mesh->numtriangles * 3;
7548 for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
7550 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
7551 if (mesh->numtriangles < mesh->maxtriangles)
7556 mesh->numtriangles++;
7558 element[1] = element[2];
7562 static void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
7566 element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
7567 element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
7568 e = mesh->element3i + mesh->numtriangles * 3;
7569 for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
7571 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
7572 if (mesh->numtriangles < mesh->maxtriangles)
7577 mesh->numtriangles++;
7579 element[1] = element[2];
7583 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
7584 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
7586 int planenum, planenum2;
7589 mplane_t *plane, *plane2;
7591 double temppoints[2][256*3];
7592 // figure out how large a bounding box we need to properly compute this brush
7594 for (w = 0;w < numplanes;w++)
7595 maxdist = max(maxdist, fabs(planes[w].dist));
7596 // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
7597 maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
7598 for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
7602 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
7603 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
7605 if (planenum2 == planenum)
7607 PolygonD_Divide(tempnumpoints, temppoints[w], plane2->normal[0], plane2->normal[1], plane2->normal[2], plane2->dist, R_MESH_PLANE_DIST_EPSILON, 0, NULL, NULL, 256, temppoints[!w], &tempnumpoints, NULL);
7610 if (tempnumpoints < 3)
7612 // generate elements forming a triangle fan for this polygon
7613 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
7617 static void R_Texture_AddLayer(texture_t *t, qboolean depthmask, int blendfunc1, int blendfunc2, texturelayertype_t type, rtexture_t *texture, const matrix4x4_t *matrix, float r, float g, float b, float a)
7619 texturelayer_t *layer;
7620 layer = t->currentlayers + t->currentnumlayers++;
7622 layer->depthmask = depthmask;
7623 layer->blendfunc1 = blendfunc1;
7624 layer->blendfunc2 = blendfunc2;
7625 layer->texture = texture;
7626 layer->texmatrix = *matrix;
7627 layer->color[0] = r;
7628 layer->color[1] = g;
7629 layer->color[2] = b;
7630 layer->color[3] = a;
7633 static qboolean R_TestQ3WaveFunc(q3wavefunc_t func, const float *parms)
7635 if(parms[0] == 0 && parms[1] == 0)
7637 if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
7638 if(rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT - 1)] == 0)
7643 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
7646 index = parms[2] + rsurface.shadertime * parms[3];
7647 index -= floor(index);
7648 switch (func & ((1 << Q3WAVEFUNC_USER_SHIFT) - 1))
7651 case Q3WAVEFUNC_NONE:
7652 case Q3WAVEFUNC_NOISE:
7653 case Q3WAVEFUNC_COUNT:
7656 case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
7657 case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
7658 case Q3WAVEFUNC_SAWTOOTH: f = index;break;
7659 case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
7660 case Q3WAVEFUNC_TRIANGLE:
7662 f = index - floor(index);
7675 f = parms[0] + parms[1] * f;
7676 if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
7677 f *= rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT - 1)];
7681 static void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags)
7687 matrix4x4_t matrix, temp;
7688 switch(tcmod->tcmod)
7692 if (currentmaterialflags & MATERIALFLAG_WATERSCROLL)
7693 matrix = r_waterscrollmatrix;
7695 matrix = identitymatrix;
7697 case Q3TCMOD_ENTITYTRANSLATE:
7698 // this is used in Q3 to allow the gamecode to control texcoord
7699 // scrolling on the entity, which is not supported in darkplaces yet.
7700 Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
7702 case Q3TCMOD_ROTATE:
7703 f = tcmod->parms[0] * rsurface.shadertime;
7704 Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
7705 Matrix4x4_ConcatRotate(&matrix, (f / 360 - floor(f / 360)) * 360, 0, 0, 1);
7706 Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
7709 Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
7711 case Q3TCMOD_SCROLL:
7712 // extra care is needed because of precision breakdown with large values of time
7713 offsetd[0] = tcmod->parms[0] * rsurface.shadertime;
7714 offsetd[1] = tcmod->parms[1] * rsurface.shadertime;
7715 Matrix4x4_CreateTranslate(&matrix, offsetd[0] - floor(offsetd[0]), offsetd[1] - floor(offsetd[1]), 0);
7717 case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
7718 w = (int) tcmod->parms[0];
7719 h = (int) tcmod->parms[1];
7720 f = rsurface.shadertime / (tcmod->parms[2] * w * h);
7722 idx = (int) floor(f * w * h);
7723 Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
7725 case Q3TCMOD_STRETCH:
7726 f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
7727 Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
7729 case Q3TCMOD_TRANSFORM:
7730 VectorSet(tcmat + 0, tcmod->parms[0], tcmod->parms[1], 0);
7731 VectorSet(tcmat + 3, tcmod->parms[2], tcmod->parms[3], 0);
7732 VectorSet(tcmat + 6, 0 , 0 , 1);
7733 VectorSet(tcmat + 9, tcmod->parms[4], tcmod->parms[5], 0);
7734 Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
7736 case Q3TCMOD_TURBULENT:
7737 // this is handled in the RSurf_PrepareVertices function
7738 matrix = identitymatrix;
7742 Matrix4x4_Concat(texmatrix, &matrix, &temp);
7745 static void R_LoadQWSkin(r_qwskincache_t *cache, const char *skinname)
7747 int textureflags = (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP;
7748 char name[MAX_QPATH];
7749 skinframe_t *skinframe;
7750 unsigned char pixels[296*194];
7751 strlcpy(cache->name, skinname, sizeof(cache->name));
7752 dpsnprintf(name, sizeof(name), "skins/%s.pcx", cache->name);
7753 if (developer_loading.integer)
7754 Con_Printf("loading %s\n", name);
7755 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
7756 if (!skinframe || !skinframe->base)
7759 fs_offset_t filesize;
7761 f = FS_LoadFile(name, tempmempool, true, &filesize);
7764 if (LoadPCX_QWSkin(f, (int)filesize, pixels, 296, 194))
7765 skinframe = R_SkinFrame_LoadInternalQuake(name, textureflags, true, r_fullbrights.integer, pixels, image_width, image_height);
7769 cache->skinframe = skinframe;
7772 texture_t *R_GetCurrentTexture(texture_t *t)
7775 const entity_render_t *ent = rsurface.entity;
7776 dp_model_t *model = ent->model; // when calling this, ent must not be NULL
7777 q3shaderinfo_layer_tcmod_t *tcmod;
7779 if (t->update_lastrenderframe == r_textureframe && t->update_lastrenderentity == (void *)ent && !rsurface.forcecurrenttextureupdate)
7780 return t->currentframe;
7781 t->update_lastrenderframe = r_textureframe;
7782 t->update_lastrenderentity = (void *)ent;
7784 if(ent->entitynumber >= MAX_EDICTS && ent->entitynumber < 2 * MAX_EDICTS)
7785 t->camera_entity = ent->entitynumber;
7787 t->camera_entity = 0;
7789 // switch to an alternate material if this is a q1bsp animated material
7791 texture_t *texture = t;
7792 int s = rsurface.ent_skinnum;
7793 if ((unsigned int)s >= (unsigned int)model->numskins)
7795 if (model->skinscenes)
7797 if (model->skinscenes[s].framecount > 1)
7798 s = model->skinscenes[s].firstframe + (unsigned int) (rsurface.shadertime * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
7800 s = model->skinscenes[s].firstframe;
7803 t = t + s * model->num_surfaces;
7806 // use an alternate animation if the entity's frame is not 0,
7807 // and only if the texture has an alternate animation
7808 if (rsurface.ent_alttextures && t->anim_total[1])
7809 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(rsurface.shadertime * 5.0f) % t->anim_total[1]) : 0];
7811 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(rsurface.shadertime * 5.0f) % t->anim_total[0]) : 0];
7813 texture->currentframe = t;
7816 // update currentskinframe to be a qw skin or animation frame
7817 if (rsurface.ent_qwskin >= 0)
7819 i = rsurface.ent_qwskin;
7820 if (!r_qwskincache || r_qwskincache_size != cl.maxclients)
7822 r_qwskincache_size = cl.maxclients;
7824 Mem_Free(r_qwskincache);
7825 r_qwskincache = (r_qwskincache_t *)Mem_Alloc(r_main_mempool, sizeof(*r_qwskincache) * r_qwskincache_size);
7827 if (strcmp(r_qwskincache[i].name, cl.scores[i].qw_skin))
7828 R_LoadQWSkin(&r_qwskincache[i], cl.scores[i].qw_skin);
7829 t->currentskinframe = r_qwskincache[i].skinframe;
7830 if (t->currentskinframe == NULL)
7831 t->currentskinframe = t->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->skinframerate, t->numskinframes)];
7833 else if (t->numskinframes >= 2)
7834 t->currentskinframe = t->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->skinframerate, t->numskinframes)];
7835 if (t->backgroundnumskinframes >= 2)
7836 t->backgroundcurrentskinframe = t->backgroundskinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->backgroundskinframerate, t->backgroundnumskinframes)];
7838 t->currentmaterialflags = t->basematerialflags;
7839 t->currentalpha = rsurface.colormod[3];
7840 if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer || r_trippy.integer))
7841 t->currentalpha *= r_wateralpha.value;
7842 if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_fb.water.enabled && !r_refdef.view.isoverlay)
7843 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW; // we apply wateralpha later
7844 if(!r_fb.water.enabled || r_refdef.view.isoverlay)
7845 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA);
7846 if (!(rsurface.ent_flags & RENDER_LIGHT))
7847 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
7848 else if (FAKELIGHT_ENABLED)
7850 // no modellight if using fakelight for the map
7852 else if ((rsurface.modeltexcoordlightmap2f == NULL || (rsurface.ent_flags & (RENDER_DYNAMICMODELLIGHT | RENDER_CUSTOMIZEDMODELLIGHT))) && !(t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
7854 // pick a model lighting mode
7855 if (VectorLength2(rsurface.modellight_diffuse) >= (1.0f / 256.0f))
7856 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
7858 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
7860 if (rsurface.ent_flags & RENDER_ADDITIVE)
7861 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
7862 else if (t->currentalpha < 1)
7863 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
7864 // LordHavoc: prevent bugs where code checks add or alpha at higher priority than customblend by clearing these flags
7865 if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
7866 t->currentmaterialflags &= ~(MATERIALFLAG_ADD | MATERIALFLAG_ALPHA);
7867 if (rsurface.ent_flags & RENDER_DOUBLESIDED)
7868 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
7869 if (rsurface.ent_flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL))
7870 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
7871 if (t->backgroundnumskinframes)
7872 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
7873 if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
7875 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA))
7876 t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
7879 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA);
7880 if (vid.allowalphatocoverage && r_transparent_alphatocoverage.integer >= 2 && ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA | MATERIALFLAG_ADD | MATERIALFLAG_CUSTOMBLEND)) == (MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA)))
7882 // promote alphablend to alphatocoverage (a type of alphatest) if antialiasing is on
7883 t->currentmaterialflags = (t->currentmaterialflags & ~(MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA)) | MATERIALFLAG_ALPHATEST;
7885 if ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST)) == MATERIALFLAG_BLENDED && r_transparentdepthmasking.integer && !(t->basematerialflags & MATERIALFLAG_BLENDED))
7886 t->currentmaterialflags |= MATERIALFLAG_TRANSDEPTH;
7888 // there is no tcmod
7889 if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
7891 t->currenttexmatrix = r_waterscrollmatrix;
7892 t->currentbackgroundtexmatrix = r_waterscrollmatrix;
7894 else if (!(t->currentmaterialflags & MATERIALFLAG_CUSTOMSURFACE))
7896 Matrix4x4_CreateIdentity(&t->currenttexmatrix);
7897 Matrix4x4_CreateIdentity(&t->currentbackgroundtexmatrix);
7900 for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
7901 R_tcMod_ApplyToMatrix(&t->currenttexmatrix, tcmod, t->currentmaterialflags);
7902 for (i = 0, tcmod = t->backgroundtcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
7903 R_tcMod_ApplyToMatrix(&t->currentbackgroundtexmatrix, tcmod, t->currentmaterialflags);
7905 t->colormapping = VectorLength2(rsurface.colormap_pantscolor) + VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f);
7906 if (t->currentskinframe->qpixels)
7907 R_SkinFrame_GenerateTexturesFromQPixels(t->currentskinframe, t->colormapping);
7908 t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
7909 if (!t->basetexture)
7910 t->basetexture = r_texture_notexture;
7911 t->pantstexture = t->colormapping ? t->currentskinframe->pants : NULL;
7912 t->shirttexture = t->colormapping ? t->currentskinframe->shirt : NULL;
7913 t->nmaptexture = t->currentskinframe->nmap;
7914 if (!t->nmaptexture)
7915 t->nmaptexture = r_texture_blanknormalmap;
7916 t->glosstexture = r_texture_black;
7917 t->glowtexture = t->currentskinframe->glow;
7918 t->fogtexture = t->currentskinframe->fog;
7919 t->reflectmasktexture = t->currentskinframe->reflect;
7920 if (t->backgroundnumskinframes)
7922 t->backgroundbasetexture = (!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base;
7923 t->backgroundnmaptexture = t->backgroundcurrentskinframe->nmap;
7924 t->backgroundglosstexture = r_texture_black;
7925 t->backgroundglowtexture = t->backgroundcurrentskinframe->glow;
7926 if (!t->backgroundnmaptexture)
7927 t->backgroundnmaptexture = r_texture_blanknormalmap;
7928 // make sure that if glow is going to be used, both textures are not NULL
7929 if (!t->backgroundglowtexture && t->glowtexture)
7930 t->backgroundglowtexture = r_texture_black;
7931 if (!t->glowtexture && t->backgroundglowtexture)
7932 t->glowtexture = r_texture_black;
7936 t->backgroundbasetexture = r_texture_white;
7937 t->backgroundnmaptexture = r_texture_blanknormalmap;
7938 t->backgroundglosstexture = r_texture_black;
7939 t->backgroundglowtexture = NULL;
7941 t->specularpower = r_shadow_glossexponent.value;
7942 // TODO: store reference values for these in the texture?
7943 t->specularscale = 0;
7944 if (r_shadow_gloss.integer > 0)
7946 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
7948 if (r_shadow_glossintensity.value > 0)
7950 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
7951 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
7952 t->specularscale = r_shadow_glossintensity.value;
7955 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
7957 t->glosstexture = r_texture_white;
7958 t->backgroundglosstexture = r_texture_white;
7959 t->specularscale = r_shadow_gloss2intensity.value;
7960 t->specularpower = r_shadow_gloss2exponent.value;
7963 t->specularscale *= t->specularscalemod;
7964 t->specularpower *= t->specularpowermod;
7965 t->rtlightambient = 0;
7967 // lightmaps mode looks bad with dlights using actual texturing, so turn
7968 // off the colormap and glossmap, but leave the normalmap on as it still
7969 // accurately represents the shading involved
7970 if (gl_lightmaps.integer)
7972 t->basetexture = r_texture_grey128;
7973 t->pantstexture = r_texture_black;
7974 t->shirttexture = r_texture_black;
7975 if (gl_lightmaps.integer < 2)
7976 t->nmaptexture = r_texture_blanknormalmap;
7977 t->glosstexture = r_texture_black;
7978 t->glowtexture = NULL;
7979 t->fogtexture = NULL;
7980 t->reflectmasktexture = NULL;
7981 t->backgroundbasetexture = NULL;
7982 if (gl_lightmaps.integer < 2)
7983 t->backgroundnmaptexture = r_texture_blanknormalmap;
7984 t->backgroundglosstexture = r_texture_black;
7985 t->backgroundglowtexture = NULL;
7986 t->specularscale = 0;
7987 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
7990 Vector4Set(t->lightmapcolor, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2], t->currentalpha);
7991 VectorClear(t->dlightcolor);
7992 t->currentnumlayers = 0;
7993 if (t->currentmaterialflags & MATERIALFLAG_WALL)
7995 int blendfunc1, blendfunc2;
7997 if (t->currentmaterialflags & MATERIALFLAG_ADD)
7999 blendfunc1 = GL_SRC_ALPHA;
8000 blendfunc2 = GL_ONE;
8002 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
8004 blendfunc1 = GL_SRC_ALPHA;
8005 blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
8007 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
8009 blendfunc1 = t->customblendfunc[0];
8010 blendfunc2 = t->customblendfunc[1];
8014 blendfunc1 = GL_ONE;
8015 blendfunc2 = GL_ZERO;
8017 // don't colormod evilblend textures
8018 if(!(R_BlendFuncFlags(blendfunc1, blendfunc2) & BLENDFUNC_ALLOWS_COLORMOD))
8019 VectorSet(t->lightmapcolor, 1, 1, 1);
8020 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
8021 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
8023 // fullbright is not affected by r_refdef.lightmapintensity
8024 R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_TEXTURE, t->basetexture, &t->currenttexmatrix, t->lightmapcolor[0], t->lightmapcolor[1], t->lightmapcolor[2], t->lightmapcolor[3]);
8025 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
8026 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->pantstexture, &t->currenttexmatrix, rsurface.colormap_pantscolor[0] * t->lightmapcolor[0], rsurface.colormap_pantscolor[1] * t->lightmapcolor[1], rsurface.colormap_pantscolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
8027 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
8028 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->shirttexture, &t->currenttexmatrix, rsurface.colormap_shirtcolor[0] * t->lightmapcolor[0], rsurface.colormap_shirtcolor[1] * t->lightmapcolor[1], rsurface.colormap_shirtcolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
8032 vec3_t ambientcolor;
8034 // set the color tint used for lights affecting this surface
8035 VectorSet(t->dlightcolor, t->lightmapcolor[0] * t->lightmapcolor[3], t->lightmapcolor[1] * t->lightmapcolor[3], t->lightmapcolor[2] * t->lightmapcolor[3]);
8037 // q3bsp has no lightmap updates, so the lightstylevalue that
8038 // would normally be baked into the lightmap must be
8039 // applied to the color
8040 // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
8041 if (model->type == mod_brushq3)
8042 colorscale *= r_refdef.scene.rtlightstylevalue[0];
8043 colorscale *= r_refdef.lightmapintensity;
8044 VectorScale(t->lightmapcolor, r_refdef.scene.ambient, ambientcolor);
8045 VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor);
8046 // basic lit geometry
8047 R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_LITTEXTURE, t->basetexture, &t->currenttexmatrix, t->lightmapcolor[0], t->lightmapcolor[1], t->lightmapcolor[2], t->lightmapcolor[3]);
8048 // add pants/shirt if needed
8049 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
8050 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->pantstexture, &t->currenttexmatrix, rsurface.colormap_pantscolor[0] * t->lightmapcolor[0], rsurface.colormap_pantscolor[1] * t->lightmapcolor[1], rsurface.colormap_pantscolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
8051 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
8052 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->shirttexture, &t->currenttexmatrix, rsurface.colormap_shirtcolor[0] * t->lightmapcolor[0], rsurface.colormap_shirtcolor[1] * t->lightmapcolor[1], rsurface.colormap_shirtcolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
8053 // now add ambient passes if needed
8054 if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f))
8056 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->basetexture, &t->currenttexmatrix, ambientcolor[0], ambientcolor[1], ambientcolor[2], t->lightmapcolor[3]);
8057 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
8058 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->pantstexture, &t->currenttexmatrix, rsurface.colormap_pantscolor[0] * ambientcolor[0], rsurface.colormap_pantscolor[1] * ambientcolor[1], rsurface.colormap_pantscolor[2] * ambientcolor[2], t->lightmapcolor[3]);
8059 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
8060 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->shirttexture, &t->currenttexmatrix, rsurface.colormap_shirtcolor[0] * ambientcolor[0], rsurface.colormap_shirtcolor[1] * ambientcolor[1], rsurface.colormap_shirtcolor[2] * ambientcolor[2], t->lightmapcolor[3]);
8063 if (t->glowtexture != NULL && !gl_lightmaps.integer)
8064 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->glowtexture, &t->currenttexmatrix, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2], t->lightmapcolor[3]);
8065 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
8067 // if this is opaque use alpha blend which will darken the earlier
8070 // if this is an alpha blended material, all the earlier passes
8071 // were darkened by fog already, so we only need to add the fog
8072 // color ontop through the fog mask texture
8074 // if this is an additive blended material, all the earlier passes
8075 // were darkened by fog already, and we should not add fog color
8076 // (because the background was not darkened, there is no fog color
8077 // that was lost behind it).
8078 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, (t->currentmaterialflags & MATERIALFLAG_BLENDED) ? GL_ONE : GL_ONE_MINUS_SRC_ALPHA, TEXTURELAYERTYPE_FOG, t->fogtexture, &t->currenttexmatrix, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], t->lightmapcolor[3]);
8082 return t->currentframe;
8085 rsurfacestate_t rsurface;
8087 void RSurf_ActiveWorldEntity(void)
8089 dp_model_t *model = r_refdef.scene.worldmodel;
8090 //if (rsurface.entity == r_refdef.scene.worldentity)
8092 rsurface.entity = r_refdef.scene.worldentity;
8093 rsurface.skeleton = NULL;
8094 memset(rsurface.userwavefunc_param, 0, sizeof(rsurface.userwavefunc_param));
8095 rsurface.ent_skinnum = 0;
8096 rsurface.ent_qwskin = -1;
8097 rsurface.ent_flags = r_refdef.scene.worldentity->flags;
8098 rsurface.shadertime = r_refdef.scene.time;
8099 rsurface.matrix = identitymatrix;
8100 rsurface.inversematrix = identitymatrix;
8101 rsurface.matrixscale = 1;
8102 rsurface.inversematrixscale = 1;
8103 R_EntityMatrix(&identitymatrix);
8104 VectorCopy(r_refdef.view.origin, rsurface.localvieworigin);
8105 Vector4Copy(r_refdef.fogplane, rsurface.fogplane);
8106 rsurface.fograngerecip = r_refdef.fograngerecip;
8107 rsurface.fogheightfade = r_refdef.fogheightfade;
8108 rsurface.fogplaneviewdist = r_refdef.fogplaneviewdist;
8109 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
8110 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
8111 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
8112 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
8113 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
8114 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
8115 VectorSet(rsurface.colormod, r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale);
8116 rsurface.colormod[3] = 1;
8117 VectorSet(rsurface.glowmod, r_refdef.view.colorscale * r_hdr_glowintensity.value, r_refdef.view.colorscale * r_hdr_glowintensity.value, r_refdef.view.colorscale * r_hdr_glowintensity.value);
8118 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
8119 rsurface.frameblend[0].lerp = 1;
8120 rsurface.ent_alttextures = false;
8121 rsurface.basepolygonfactor = r_refdef.polygonfactor;
8122 rsurface.basepolygonoffset = r_refdef.polygonoffset;
8123 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
8124 rsurface.modelvertex3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8125 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
8126 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
8127 rsurface.modelsvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8128 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
8129 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
8130 rsurface.modeltvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8131 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
8132 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
8133 rsurface.modelnormal3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8134 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
8135 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
8136 rsurface.modellightmapcolor4f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8137 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
8138 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
8139 rsurface.modeltexcoordtexture2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8140 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
8141 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
8142 rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8143 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
8144 rsurface.modelelement3i = model->surfmesh.data_element3i;
8145 rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
8146 rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
8147 rsurface.modelelement3s = model->surfmesh.data_element3s;
8148 rsurface.modelelement3s_indexbuffer = model->surfmesh.data_element3s_indexbuffer;
8149 rsurface.modelelement3s_bufferoffset = model->surfmesh.data_element3s_bufferoffset;
8150 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
8151 rsurface.modelnumvertices = model->surfmesh.num_vertices;
8152 rsurface.modelnumtriangles = model->surfmesh.num_triangles;
8153 rsurface.modelsurfaces = model->data_surfaces;
8154 rsurface.modelvertexmesh = model->surfmesh.vertexmesh;
8155 rsurface.modelvertexmeshbuffer = model->surfmesh.vertexmeshbuffer;
8156 rsurface.modelvertex3fbuffer = model->surfmesh.vertex3fbuffer;
8157 rsurface.modelgeneratedvertex = false;
8158 rsurface.batchgeneratedvertex = false;
8159 rsurface.batchfirstvertex = 0;
8160 rsurface.batchnumvertices = 0;
8161 rsurface.batchfirsttriangle = 0;
8162 rsurface.batchnumtriangles = 0;
8163 rsurface.batchvertex3f = NULL;
8164 rsurface.batchvertex3f_vertexbuffer = NULL;
8165 rsurface.batchvertex3f_bufferoffset = 0;
8166 rsurface.batchsvector3f = NULL;
8167 rsurface.batchsvector3f_vertexbuffer = NULL;
8168 rsurface.batchsvector3f_bufferoffset = 0;
8169 rsurface.batchtvector3f = NULL;
8170 rsurface.batchtvector3f_vertexbuffer = NULL;
8171 rsurface.batchtvector3f_bufferoffset = 0;
8172 rsurface.batchnormal3f = NULL;
8173 rsurface.batchnormal3f_vertexbuffer = NULL;
8174 rsurface.batchnormal3f_bufferoffset = 0;
8175 rsurface.batchlightmapcolor4f = NULL;
8176 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8177 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8178 rsurface.batchtexcoordtexture2f = NULL;
8179 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8180 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8181 rsurface.batchtexcoordlightmap2f = NULL;
8182 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
8183 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
8184 rsurface.batchvertexmesh = NULL;
8185 rsurface.batchvertexmeshbuffer = NULL;
8186 rsurface.batchvertex3fbuffer = NULL;
8187 rsurface.batchelement3i = NULL;
8188 rsurface.batchelement3i_indexbuffer = NULL;
8189 rsurface.batchelement3i_bufferoffset = 0;
8190 rsurface.batchelement3s = NULL;
8191 rsurface.batchelement3s_indexbuffer = NULL;
8192 rsurface.batchelement3s_bufferoffset = 0;
8193 rsurface.passcolor4f = NULL;
8194 rsurface.passcolor4f_vertexbuffer = NULL;
8195 rsurface.passcolor4f_bufferoffset = 0;
8196 rsurface.forcecurrenttextureupdate = false;
8199 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents, qboolean prepass)
8201 dp_model_t *model = ent->model;
8202 //if (rsurface.entity == ent && (!model->surfmesh.isanimated || (!wantnormals && !wanttangents)))
8204 rsurface.entity = (entity_render_t *)ent;
8205 rsurface.skeleton = ent->skeleton;
8206 memcpy(rsurface.userwavefunc_param, ent->userwavefunc_param, sizeof(rsurface.userwavefunc_param));
8207 rsurface.ent_skinnum = ent->skinnum;
8208 rsurface.ent_qwskin = (ent->entitynumber <= cl.maxclients && ent->entitynumber >= 1 && cls.protocol == PROTOCOL_QUAKEWORLD && cl.scores[ent->entitynumber - 1].qw_skin[0] && !strcmp(ent->model->name, "progs/player.mdl")) ? (ent->entitynumber - 1) : -1;
8209 rsurface.ent_flags = ent->flags;
8210 rsurface.shadertime = r_refdef.scene.time - ent->shadertime;
8211 rsurface.matrix = ent->matrix;
8212 rsurface.inversematrix = ent->inversematrix;
8213 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
8214 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
8215 R_EntityMatrix(&rsurface.matrix);
8216 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
8217 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
8218 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
8219 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
8220 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
8221 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
8222 VectorCopy(ent->modellight_ambient, rsurface.modellight_ambient);
8223 VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
8224 VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
8225 VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
8226 VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
8227 VectorScale(ent->colormod, r_refdef.view.colorscale, rsurface.colormod);
8228 rsurface.colormod[3] = ent->alpha;
8229 VectorScale(ent->glowmod, r_refdef.view.colorscale * r_hdr_glowintensity.value, rsurface.glowmod);
8230 memcpy(rsurface.frameblend, ent->frameblend, sizeof(ent->frameblend));
8231 rsurface.ent_alttextures = ent->framegroupblend[0].frame != 0;
8232 rsurface.basepolygonfactor = r_refdef.polygonfactor;
8233 rsurface.basepolygonoffset = r_refdef.polygonoffset;
8234 if (ent->model->brush.submodel && !prepass)
8236 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
8237 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
8239 if (model->surfmesh.isanimated && model->AnimateVertices)
8241 if (ent->animcache_vertex3f)
8243 rsurface.modelvertex3f = ent->animcache_vertex3f;
8244 rsurface.modelsvector3f = wanttangents ? ent->animcache_svector3f : NULL;
8245 rsurface.modeltvector3f = wanttangents ? ent->animcache_tvector3f : NULL;
8246 rsurface.modelnormal3f = wantnormals ? ent->animcache_normal3f : NULL;
8247 rsurface.modelvertexmesh = ent->animcache_vertexmesh;
8248 rsurface.modelvertexmeshbuffer = ent->animcache_vertexmeshbuffer;
8249 rsurface.modelvertex3fbuffer = ent->animcache_vertex3fbuffer;
8251 else if (wanttangents)
8253 rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8254 rsurface.modelsvector3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8255 rsurface.modeltvector3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8256 rsurface.modelnormal3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8257 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, rsurface.modelnormal3f, rsurface.modelsvector3f, rsurface.modeltvector3f);
8258 rsurface.modelvertexmesh = NULL;
8259 rsurface.modelvertexmeshbuffer = NULL;
8260 rsurface.modelvertex3fbuffer = NULL;
8262 else if (wantnormals)
8264 rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8265 rsurface.modelsvector3f = NULL;
8266 rsurface.modeltvector3f = NULL;
8267 rsurface.modelnormal3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8268 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, rsurface.modelnormal3f, NULL, NULL);
8269 rsurface.modelvertexmesh = NULL;
8270 rsurface.modelvertexmeshbuffer = NULL;
8271 rsurface.modelvertex3fbuffer = NULL;
8275 rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8276 rsurface.modelsvector3f = NULL;
8277 rsurface.modeltvector3f = NULL;
8278 rsurface.modelnormal3f = NULL;
8279 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, NULL, NULL, NULL);
8280 rsurface.modelvertexmesh = NULL;
8281 rsurface.modelvertexmeshbuffer = NULL;
8282 rsurface.modelvertex3fbuffer = NULL;
8284 rsurface.modelvertex3f_vertexbuffer = 0;
8285 rsurface.modelvertex3f_bufferoffset = 0;
8286 rsurface.modelsvector3f_vertexbuffer = 0;
8287 rsurface.modelsvector3f_bufferoffset = 0;
8288 rsurface.modeltvector3f_vertexbuffer = 0;
8289 rsurface.modeltvector3f_bufferoffset = 0;
8290 rsurface.modelnormal3f_vertexbuffer = 0;
8291 rsurface.modelnormal3f_bufferoffset = 0;
8292 rsurface.modelgeneratedvertex = true;
8296 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
8297 rsurface.modelvertex3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8298 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
8299 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
8300 rsurface.modelsvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8301 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
8302 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
8303 rsurface.modeltvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8304 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
8305 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
8306 rsurface.modelnormal3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8307 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
8308 rsurface.modelvertexmesh = model->surfmesh.vertexmesh;
8309 rsurface.modelvertexmeshbuffer = model->surfmesh.vertexmeshbuffer;
8310 rsurface.modelvertex3fbuffer = model->surfmesh.vertex3fbuffer;
8311 rsurface.modelgeneratedvertex = false;
8313 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
8314 rsurface.modellightmapcolor4f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8315 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
8316 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
8317 rsurface.modeltexcoordtexture2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8318 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
8319 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
8320 rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8321 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
8322 rsurface.modelelement3i = model->surfmesh.data_element3i;
8323 rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
8324 rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
8325 rsurface.modelelement3s = model->surfmesh.data_element3s;
8326 rsurface.modelelement3s_indexbuffer = model->surfmesh.data_element3s_indexbuffer;
8327 rsurface.modelelement3s_bufferoffset = model->surfmesh.data_element3s_bufferoffset;
8328 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
8329 rsurface.modelnumvertices = model->surfmesh.num_vertices;
8330 rsurface.modelnumtriangles = model->surfmesh.num_triangles;
8331 rsurface.modelsurfaces = model->data_surfaces;
8332 rsurface.batchgeneratedvertex = false;
8333 rsurface.batchfirstvertex = 0;
8334 rsurface.batchnumvertices = 0;
8335 rsurface.batchfirsttriangle = 0;
8336 rsurface.batchnumtriangles = 0;
8337 rsurface.batchvertex3f = NULL;
8338 rsurface.batchvertex3f_vertexbuffer = NULL;
8339 rsurface.batchvertex3f_bufferoffset = 0;
8340 rsurface.batchsvector3f = NULL;
8341 rsurface.batchsvector3f_vertexbuffer = NULL;
8342 rsurface.batchsvector3f_bufferoffset = 0;
8343 rsurface.batchtvector3f = NULL;
8344 rsurface.batchtvector3f_vertexbuffer = NULL;
8345 rsurface.batchtvector3f_bufferoffset = 0;
8346 rsurface.batchnormal3f = NULL;
8347 rsurface.batchnormal3f_vertexbuffer = NULL;
8348 rsurface.batchnormal3f_bufferoffset = 0;
8349 rsurface.batchlightmapcolor4f = NULL;
8350 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8351 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8352 rsurface.batchtexcoordtexture2f = NULL;
8353 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8354 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8355 rsurface.batchtexcoordlightmap2f = NULL;
8356 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
8357 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
8358 rsurface.batchvertexmesh = NULL;
8359 rsurface.batchvertexmeshbuffer = NULL;
8360 rsurface.batchvertex3fbuffer = NULL;
8361 rsurface.batchelement3i = NULL;
8362 rsurface.batchelement3i_indexbuffer = NULL;
8363 rsurface.batchelement3i_bufferoffset = 0;
8364 rsurface.batchelement3s = NULL;
8365 rsurface.batchelement3s_indexbuffer = NULL;
8366 rsurface.batchelement3s_bufferoffset = 0;
8367 rsurface.passcolor4f = NULL;
8368 rsurface.passcolor4f_vertexbuffer = NULL;
8369 rsurface.passcolor4f_bufferoffset = 0;
8370 rsurface.forcecurrenttextureupdate = false;
8373 void RSurf_ActiveCustomEntity(const matrix4x4_t *matrix, const matrix4x4_t *inversematrix, int entflags, double shadertime, float r, float g, float b, float a, int numvertices, const float *vertex3f, const float *texcoord2f, const float *normal3f, const float *svector3f, const float *tvector3f, const float *color4f, int numtriangles, const int *element3i, const unsigned short *element3s, qboolean wantnormals, qboolean wanttangents)
8375 rsurface.entity = r_refdef.scene.worldentity;
8376 rsurface.skeleton = NULL;
8377 rsurface.ent_skinnum = 0;
8378 rsurface.ent_qwskin = -1;
8379 rsurface.ent_flags = entflags;
8380 rsurface.shadertime = r_refdef.scene.time - shadertime;
8381 rsurface.modelnumvertices = numvertices;
8382 rsurface.modelnumtriangles = numtriangles;
8383 rsurface.matrix = *matrix;
8384 rsurface.inversematrix = *inversematrix;
8385 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
8386 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
8387 R_EntityMatrix(&rsurface.matrix);
8388 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
8389 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
8390 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
8391 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
8392 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
8393 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
8394 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
8395 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
8396 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
8397 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
8398 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
8399 Vector4Set(rsurface.colormod, r * r_refdef.view.colorscale, g * r_refdef.view.colorscale, b * r_refdef.view.colorscale, a);
8400 VectorSet(rsurface.glowmod, r_refdef.view.colorscale * r_hdr_glowintensity.value, r_refdef.view.colorscale * r_hdr_glowintensity.value, r_refdef.view.colorscale * r_hdr_glowintensity.value);
8401 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
8402 rsurface.frameblend[0].lerp = 1;
8403 rsurface.ent_alttextures = false;
8404 rsurface.basepolygonfactor = r_refdef.polygonfactor;
8405 rsurface.basepolygonoffset = r_refdef.polygonoffset;
8408 rsurface.modelvertex3f = (float *)vertex3f;
8409 rsurface.modelsvector3f = svector3f ? (float *)svector3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8410 rsurface.modeltvector3f = tvector3f ? (float *)tvector3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8411 rsurface.modelnormal3f = normal3f ? (float *)normal3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8413 else if (wantnormals)
8415 rsurface.modelvertex3f = (float *)vertex3f;
8416 rsurface.modelsvector3f = NULL;
8417 rsurface.modeltvector3f = NULL;
8418 rsurface.modelnormal3f = normal3f ? (float *)normal3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8422 rsurface.modelvertex3f = (float *)vertex3f;
8423 rsurface.modelsvector3f = NULL;
8424 rsurface.modeltvector3f = NULL;
8425 rsurface.modelnormal3f = NULL;
8427 rsurface.modelvertexmesh = NULL;
8428 rsurface.modelvertexmeshbuffer = NULL;
8429 rsurface.modelvertex3fbuffer = NULL;
8430 rsurface.modelvertex3f_vertexbuffer = 0;
8431 rsurface.modelvertex3f_bufferoffset = 0;
8432 rsurface.modelsvector3f_vertexbuffer = 0;
8433 rsurface.modelsvector3f_bufferoffset = 0;
8434 rsurface.modeltvector3f_vertexbuffer = 0;
8435 rsurface.modeltvector3f_bufferoffset = 0;
8436 rsurface.modelnormal3f_vertexbuffer = 0;
8437 rsurface.modelnormal3f_bufferoffset = 0;
8438 rsurface.modelgeneratedvertex = true;
8439 rsurface.modellightmapcolor4f = (float *)color4f;
8440 rsurface.modellightmapcolor4f_vertexbuffer = 0;
8441 rsurface.modellightmapcolor4f_bufferoffset = 0;
8442 rsurface.modeltexcoordtexture2f = (float *)texcoord2f;
8443 rsurface.modeltexcoordtexture2f_vertexbuffer = 0;
8444 rsurface.modeltexcoordtexture2f_bufferoffset = 0;
8445 rsurface.modeltexcoordlightmap2f = NULL;
8446 rsurface.modeltexcoordlightmap2f_vertexbuffer = 0;
8447 rsurface.modeltexcoordlightmap2f_bufferoffset = 0;
8448 rsurface.modelelement3i = (int *)element3i;
8449 rsurface.modelelement3i_indexbuffer = NULL;
8450 rsurface.modelelement3i_bufferoffset = 0;
8451 rsurface.modelelement3s = (unsigned short *)element3s;
8452 rsurface.modelelement3s_indexbuffer = NULL;
8453 rsurface.modelelement3s_bufferoffset = 0;
8454 rsurface.modellightmapoffsets = NULL;
8455 rsurface.modelsurfaces = NULL;
8456 rsurface.batchgeneratedvertex = false;
8457 rsurface.batchfirstvertex = 0;
8458 rsurface.batchnumvertices = 0;
8459 rsurface.batchfirsttriangle = 0;
8460 rsurface.batchnumtriangles = 0;
8461 rsurface.batchvertex3f = NULL;
8462 rsurface.batchvertex3f_vertexbuffer = NULL;
8463 rsurface.batchvertex3f_bufferoffset = 0;
8464 rsurface.batchsvector3f = NULL;
8465 rsurface.batchsvector3f_vertexbuffer = NULL;
8466 rsurface.batchsvector3f_bufferoffset = 0;
8467 rsurface.batchtvector3f = NULL;
8468 rsurface.batchtvector3f_vertexbuffer = NULL;
8469 rsurface.batchtvector3f_bufferoffset = 0;
8470 rsurface.batchnormal3f = NULL;
8471 rsurface.batchnormal3f_vertexbuffer = NULL;
8472 rsurface.batchnormal3f_bufferoffset = 0;
8473 rsurface.batchlightmapcolor4f = NULL;
8474 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8475 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8476 rsurface.batchtexcoordtexture2f = NULL;
8477 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8478 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8479 rsurface.batchtexcoordlightmap2f = NULL;
8480 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
8481 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
8482 rsurface.batchvertexmesh = NULL;
8483 rsurface.batchvertexmeshbuffer = NULL;
8484 rsurface.batchvertex3fbuffer = NULL;
8485 rsurface.batchelement3i = NULL;
8486 rsurface.batchelement3i_indexbuffer = NULL;
8487 rsurface.batchelement3i_bufferoffset = 0;
8488 rsurface.batchelement3s = NULL;
8489 rsurface.batchelement3s_indexbuffer = NULL;
8490 rsurface.batchelement3s_bufferoffset = 0;
8491 rsurface.passcolor4f = NULL;
8492 rsurface.passcolor4f_vertexbuffer = NULL;
8493 rsurface.passcolor4f_bufferoffset = 0;
8494 rsurface.forcecurrenttextureupdate = true;
8496 if (rsurface.modelnumvertices && rsurface.modelelement3i)
8498 if ((wantnormals || wanttangents) && !normal3f)
8500 rsurface.modelnormal3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8501 Mod_BuildNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
8503 if (wanttangents && !svector3f)
8505 rsurface.modelsvector3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8506 rsurface.modeltvector3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8507 Mod_BuildTextureVectorsFromNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modeltexcoordtexture2f, rsurface.modelnormal3f, rsurface.modelelement3i, rsurface.modelsvector3f, rsurface.modeltvector3f, r_smoothnormals_areaweighting.integer != 0);
8512 float RSurf_FogPoint(const float *v)
8514 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
8515 float FogPlaneViewDist = r_refdef.fogplaneviewdist;
8516 float FogPlaneVertexDist = DotProduct(r_refdef.fogplane, v) + r_refdef.fogplane[3];
8517 float FogHeightFade = r_refdef.fogheightfade;
8519 unsigned int fogmasktableindex;
8520 if (r_refdef.fogplaneviewabove)
8521 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
8523 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
8524 fogmasktableindex = (unsigned int)(VectorDistance(r_refdef.view.origin, v) * fogfrac * r_refdef.fogmasktabledistmultiplier);
8525 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
8528 float RSurf_FogVertex(const float *v)
8530 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
8531 float FogPlaneViewDist = rsurface.fogplaneviewdist;
8532 float FogPlaneVertexDist = DotProduct(rsurface.fogplane, v) + rsurface.fogplane[3];
8533 float FogHeightFade = rsurface.fogheightfade;
8535 unsigned int fogmasktableindex;
8536 if (r_refdef.fogplaneviewabove)
8537 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
8539 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
8540 fogmasktableindex = (unsigned int)(VectorDistance(rsurface.localvieworigin, v) * fogfrac * rsurface.fogmasktabledistmultiplier);
8541 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
8544 static void RSurf_RenumberElements(const int *inelement3i, int *outelement3i, int numelements, int adjust)
8547 for (i = 0;i < numelements;i++)
8548 outelement3i[i] = inelement3i[i] + adjust;
8551 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
8552 extern cvar_t gl_vbo;
8553 void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const msurface_t **texturesurfacelist)
8561 int surfacefirsttriangle;
8562 int surfacenumtriangles;
8563 int surfacefirstvertex;
8564 int surfaceendvertex;
8565 int surfacenumvertices;
8566 int batchnumvertices;
8567 int batchnumtriangles;
8571 qboolean dynamicvertex;
8575 float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
8577 q3shaderinfo_deform_t *deform;
8578 const msurface_t *surface, *firstsurface;
8579 r_vertexmesh_t *vertexmesh;
8580 if (!texturenumsurfaces)
8582 // find vertex range of this surface batch
8584 firstsurface = texturesurfacelist[0];
8585 firsttriangle = firstsurface->num_firsttriangle;
8586 batchnumvertices = 0;
8587 batchnumtriangles = 0;
8588 firstvertex = endvertex = firstsurface->num_firstvertex;
8589 for (i = 0;i < texturenumsurfaces;i++)
8591 surface = texturesurfacelist[i];
8592 if (surface != firstsurface + i)
8594 surfacefirstvertex = surface->num_firstvertex;
8595 surfaceendvertex = surfacefirstvertex + surface->num_vertices;
8596 surfacenumvertices = surface->num_vertices;
8597 surfacenumtriangles = surface->num_triangles;
8598 if (firstvertex > surfacefirstvertex)
8599 firstvertex = surfacefirstvertex;
8600 if (endvertex < surfaceendvertex)
8601 endvertex = surfaceendvertex;
8602 batchnumvertices += surfacenumvertices;
8603 batchnumtriangles += surfacenumtriangles;
8606 // we now know the vertex range used, and if there are any gaps in it
8607 rsurface.batchfirstvertex = firstvertex;
8608 rsurface.batchnumvertices = endvertex - firstvertex;
8609 rsurface.batchfirsttriangle = firsttriangle;
8610 rsurface.batchnumtriangles = batchnumtriangles;
8612 // this variable holds flags for which properties have been updated that
8613 // may require regenerating vertexmesh array...
8616 // check if any dynamic vertex processing must occur
8617 dynamicvertex = false;
8619 // if there is a chance of animated vertex colors, it's a dynamic batch
8620 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
8622 dynamicvertex = true;
8623 batchneed |= BATCHNEED_NOGAPS;
8624 needsupdate |= BATCHNEED_VERTEXMESH_VERTEXCOLOR;
8627 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform && r_deformvertexes.integer;deformindex++, deform++)
8629 switch (deform->deform)
8632 case Q3DEFORM_PROJECTIONSHADOW:
8633 case Q3DEFORM_TEXT0:
8634 case Q3DEFORM_TEXT1:
8635 case Q3DEFORM_TEXT2:
8636 case Q3DEFORM_TEXT3:
8637 case Q3DEFORM_TEXT4:
8638 case Q3DEFORM_TEXT5:
8639 case Q3DEFORM_TEXT6:
8640 case Q3DEFORM_TEXT7:
8643 case Q3DEFORM_AUTOSPRITE:
8644 dynamicvertex = true;
8645 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
8646 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
8648 case Q3DEFORM_AUTOSPRITE2:
8649 dynamicvertex = true;
8650 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
8651 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
8653 case Q3DEFORM_NORMAL:
8654 dynamicvertex = true;
8655 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
8656 needsupdate |= BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
8659 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
8660 break; // if wavefunc is a nop, ignore this transform
8661 dynamicvertex = true;
8662 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
8663 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
8665 case Q3DEFORM_BULGE:
8666 dynamicvertex = true;
8667 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
8668 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
8671 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
8672 break; // if wavefunc is a nop, ignore this transform
8673 dynamicvertex = true;
8674 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
8675 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX;
8679 switch(rsurface.texture->tcgen.tcgen)
8682 case Q3TCGEN_TEXTURE:
8684 case Q3TCGEN_LIGHTMAP:
8685 dynamicvertex = true;
8686 batchneed |= BATCHNEED_ARRAY_LIGHTMAP | BATCHNEED_NOGAPS;
8687 needsupdate |= BATCHNEED_VERTEXMESH_LIGHTMAP;
8689 case Q3TCGEN_VECTOR:
8690 dynamicvertex = true;
8691 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
8692 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
8694 case Q3TCGEN_ENVIRONMENT:
8695 dynamicvertex = true;
8696 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS;
8697 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
8700 if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
8702 dynamicvertex = true;
8703 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
8704 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
8707 if (!rsurface.modelvertexmesh && (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)))
8709 dynamicvertex = true;
8710 batchneed |= BATCHNEED_NOGAPS;
8711 needsupdate |= (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP));
8714 if (dynamicvertex || gaps || rsurface.batchfirstvertex)
8716 // when copying, we need to consider the regeneration of vertexmesh, any dependencies it may have must be set...
8717 if (batchneed & BATCHNEED_VERTEXMESH_VERTEX) batchneed |= BATCHNEED_ARRAY_VERTEX;
8718 if (batchneed & BATCHNEED_VERTEXMESH_NORMAL) batchneed |= BATCHNEED_ARRAY_NORMAL;
8719 if (batchneed & BATCHNEED_VERTEXMESH_VECTOR) batchneed |= BATCHNEED_ARRAY_VECTOR;
8720 if (batchneed & BATCHNEED_VERTEXMESH_VERTEXCOLOR) batchneed |= BATCHNEED_ARRAY_VERTEXCOLOR;
8721 if (batchneed & BATCHNEED_VERTEXMESH_TEXCOORD) batchneed |= BATCHNEED_ARRAY_TEXCOORD;
8722 if (batchneed & BATCHNEED_VERTEXMESH_LIGHTMAP) batchneed |= BATCHNEED_ARRAY_LIGHTMAP;
8725 // when the model data has no vertex buffer (dynamic mesh), we need to
8727 if (vid.useinterleavedarrays ? !rsurface.modelvertexmeshbuffer : !rsurface.modelvertex3f_vertexbuffer)
8728 batchneed |= BATCHNEED_NOGAPS;
8730 // if needsupdate, we have to do a dynamic vertex batch for sure
8731 if (needsupdate & batchneed)
8732 dynamicvertex = true;
8734 // see if we need to build vertexmesh from arrays
8735 if (!rsurface.modelvertexmesh && (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)))
8736 dynamicvertex = true;
8738 // if gaps are unacceptable, and there are gaps, it's a dynamic batch...
8739 // also some drivers strongly dislike firstvertex
8740 if ((batchneed & BATCHNEED_NOGAPS) && (gaps || firstvertex))
8741 dynamicvertex = true;
8743 rsurface.batchvertex3f = rsurface.modelvertex3f;
8744 rsurface.batchvertex3f_vertexbuffer = rsurface.modelvertex3f_vertexbuffer;
8745 rsurface.batchvertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
8746 rsurface.batchsvector3f = rsurface.modelsvector3f;
8747 rsurface.batchsvector3f_vertexbuffer = rsurface.modelsvector3f_vertexbuffer;
8748 rsurface.batchsvector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
8749 rsurface.batchtvector3f = rsurface.modeltvector3f;
8750 rsurface.batchtvector3f_vertexbuffer = rsurface.modeltvector3f_vertexbuffer;
8751 rsurface.batchtvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
8752 rsurface.batchnormal3f = rsurface.modelnormal3f;
8753 rsurface.batchnormal3f_vertexbuffer = rsurface.modelnormal3f_vertexbuffer;
8754 rsurface.batchnormal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
8755 rsurface.batchlightmapcolor4f = rsurface.modellightmapcolor4f;
8756 rsurface.batchlightmapcolor4f_vertexbuffer = rsurface.modellightmapcolor4f_vertexbuffer;
8757 rsurface.batchlightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
8758 rsurface.batchtexcoordtexture2f = rsurface.modeltexcoordtexture2f;
8759 rsurface.batchtexcoordtexture2f_vertexbuffer = rsurface.modeltexcoordtexture2f_vertexbuffer;
8760 rsurface.batchtexcoordtexture2f_bufferoffset = rsurface.modeltexcoordtexture2f_bufferoffset;
8761 rsurface.batchtexcoordlightmap2f = rsurface.modeltexcoordlightmap2f;
8762 rsurface.batchtexcoordlightmap2f_vertexbuffer = rsurface.modeltexcoordlightmap2f_vertexbuffer;
8763 rsurface.batchtexcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
8764 rsurface.batchvertex3fbuffer = rsurface.modelvertex3fbuffer;
8765 rsurface.batchvertexmesh = rsurface.modelvertexmesh;
8766 rsurface.batchvertexmeshbuffer = rsurface.modelvertexmeshbuffer;
8767 rsurface.batchelement3i = rsurface.modelelement3i;
8768 rsurface.batchelement3i_indexbuffer = rsurface.modelelement3i_indexbuffer;
8769 rsurface.batchelement3i_bufferoffset = rsurface.modelelement3i_bufferoffset;
8770 rsurface.batchelement3s = rsurface.modelelement3s;
8771 rsurface.batchelement3s_indexbuffer = rsurface.modelelement3s_indexbuffer;
8772 rsurface.batchelement3s_bufferoffset = rsurface.modelelement3s_bufferoffset;
8774 // if any dynamic vertex processing has to occur in software, we copy the
8775 // entire surface list together before processing to rebase the vertices
8776 // to start at 0 (otherwise we waste a lot of room in a vertex buffer).
8778 // if any gaps exist and we do not have a static vertex buffer, we have to
8779 // copy the surface list together to avoid wasting upload bandwidth on the
8780 // vertices in the gaps.
8782 // if gaps exist and we have a static vertex buffer, we still have to
8783 // combine the index buffer ranges into one dynamic index buffer.
8785 // in all cases we end up with data that can be drawn in one call.
8789 // static vertex data, just set pointers...
8790 rsurface.batchgeneratedvertex = false;
8791 // if there are gaps, we want to build a combined index buffer,
8792 // otherwise use the original static buffer with an appropriate offset
8795 // build a new triangle elements array for this batch
8796 rsurface.batchelement3i = (int *)R_FrameData_Alloc(batchnumtriangles * sizeof(int[3]));
8797 rsurface.batchfirsttriangle = 0;
8799 for (i = 0;i < texturenumsurfaces;i++)
8801 surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
8802 surfacenumtriangles = texturesurfacelist[i]->num_triangles;
8803 memcpy(rsurface.batchelement3i + 3*numtriangles, rsurface.modelelement3i + 3*surfacefirsttriangle, surfacenumtriangles*sizeof(int[3]));
8804 numtriangles += surfacenumtriangles;
8806 rsurface.batchelement3i_indexbuffer = NULL;
8807 rsurface.batchelement3i_bufferoffset = 0;
8808 rsurface.batchelement3s = NULL;
8809 rsurface.batchelement3s_indexbuffer = NULL;
8810 rsurface.batchelement3s_bufferoffset = 0;
8811 if (endvertex <= 65536)
8813 // make a 16bit (unsigned short) index array if possible
8814 rsurface.batchelement3s = (unsigned short *)R_FrameData_Alloc(batchnumtriangles * sizeof(unsigned short[3]));
8815 for (i = 0;i < numtriangles*3;i++)
8816 rsurface.batchelement3s[i] = rsurface.batchelement3i[i];
8822 // something needs software processing, do it for real...
8823 // we only directly handle separate array data in this case and then
8824 // generate interleaved data if needed...
8825 rsurface.batchgeneratedvertex = true;
8827 // now copy the vertex data into a combined array and make an index array
8828 // (this is what Quake3 does all the time)
8829 //if (gaps || rsurface.batchfirstvertex)
8831 rsurface.batchvertex3fbuffer = NULL;
8832 rsurface.batchvertexmesh = NULL;
8833 rsurface.batchvertexmeshbuffer = NULL;
8834 rsurface.batchvertex3f = NULL;
8835 rsurface.batchvertex3f_vertexbuffer = NULL;
8836 rsurface.batchvertex3f_bufferoffset = 0;
8837 rsurface.batchsvector3f = NULL;
8838 rsurface.batchsvector3f_vertexbuffer = NULL;
8839 rsurface.batchsvector3f_bufferoffset = 0;
8840 rsurface.batchtvector3f = NULL;
8841 rsurface.batchtvector3f_vertexbuffer = NULL;
8842 rsurface.batchtvector3f_bufferoffset = 0;
8843 rsurface.batchnormal3f = NULL;
8844 rsurface.batchnormal3f_vertexbuffer = NULL;
8845 rsurface.batchnormal3f_bufferoffset = 0;
8846 rsurface.batchlightmapcolor4f = NULL;
8847 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8848 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8849 rsurface.batchtexcoordtexture2f = NULL;
8850 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8851 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8852 rsurface.batchtexcoordlightmap2f = NULL;
8853 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
8854 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
8855 rsurface.batchelement3i = (int *)R_FrameData_Alloc(batchnumtriangles * sizeof(int[3]));
8856 rsurface.batchelement3i_indexbuffer = NULL;
8857 rsurface.batchelement3i_bufferoffset = 0;
8858 rsurface.batchelement3s = NULL;
8859 rsurface.batchelement3s_indexbuffer = NULL;
8860 rsurface.batchelement3s_bufferoffset = 0;
8861 // we'll only be setting up certain arrays as needed
8862 if (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP))
8863 rsurface.batchvertexmesh = (r_vertexmesh_t *)R_FrameData_Alloc(batchnumvertices * sizeof(r_vertexmesh_t));
8864 if (batchneed & BATCHNEED_ARRAY_VERTEX)
8865 rsurface.batchvertex3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8866 if (batchneed & BATCHNEED_ARRAY_NORMAL)
8867 rsurface.batchnormal3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8868 if (batchneed & BATCHNEED_ARRAY_VECTOR)
8870 rsurface.batchsvector3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8871 rsurface.batchtvector3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8873 if (batchneed & BATCHNEED_ARRAY_VERTEXCOLOR)
8874 rsurface.batchlightmapcolor4f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[4]));
8875 if (batchneed & BATCHNEED_ARRAY_TEXCOORD)
8876 rsurface.batchtexcoordtexture2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
8877 if (batchneed & BATCHNEED_ARRAY_LIGHTMAP)
8878 rsurface.batchtexcoordlightmap2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
8881 for (i = 0;i < texturenumsurfaces;i++)
8883 surfacefirstvertex = texturesurfacelist[i]->num_firstvertex;
8884 surfacenumvertices = texturesurfacelist[i]->num_vertices;
8885 surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
8886 surfacenumtriangles = texturesurfacelist[i]->num_triangles;
8887 // copy only the data requested
8888 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)) && rsurface.modelvertexmesh)
8889 memcpy(rsurface.batchvertexmesh + numvertices, rsurface.modelvertexmesh + surfacefirstvertex, surfacenumvertices * sizeof(rsurface.batchvertexmesh[0]));
8890 if (batchneed & (BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_ARRAY_LIGHTMAP))
8892 if (batchneed & BATCHNEED_ARRAY_VERTEX)
8894 if (rsurface.batchvertex3f)
8895 memcpy(rsurface.batchvertex3f + 3*numvertices, rsurface.modelvertex3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
8897 memset(rsurface.batchvertex3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
8899 if (batchneed & BATCHNEED_ARRAY_NORMAL)
8901 if (rsurface.modelnormal3f)
8902 memcpy(rsurface.batchnormal3f + 3*numvertices, rsurface.modelnormal3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
8904 memset(rsurface.batchnormal3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
8906 if (batchneed & BATCHNEED_ARRAY_VECTOR)
8908 if (rsurface.modelsvector3f)
8910 memcpy(rsurface.batchsvector3f + 3*numvertices, rsurface.modelsvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
8911 memcpy(rsurface.batchtvector3f + 3*numvertices, rsurface.modeltvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
8915 memset(rsurface.batchsvector3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
8916 memset(rsurface.batchtvector3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
8919 if (batchneed & BATCHNEED_ARRAY_VERTEXCOLOR)
8921 if (rsurface.modellightmapcolor4f)
8922 memcpy(rsurface.batchlightmapcolor4f + 4*numvertices, rsurface.modellightmapcolor4f + 4*surfacefirstvertex, surfacenumvertices * sizeof(float[4]));
8924 memset(rsurface.batchlightmapcolor4f + 4*numvertices, 0, surfacenumvertices * sizeof(float[4]));
8926 if (batchneed & BATCHNEED_ARRAY_TEXCOORD)
8928 if (rsurface.modeltexcoordtexture2f)
8929 memcpy(rsurface.batchtexcoordtexture2f + 2*numvertices, rsurface.modeltexcoordtexture2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
8931 memset(rsurface.batchtexcoordtexture2f + 2*numvertices, 0, surfacenumvertices * sizeof(float[2]));
8933 if (batchneed & BATCHNEED_ARRAY_LIGHTMAP)
8935 if (rsurface.modeltexcoordlightmap2f)
8936 memcpy(rsurface.batchtexcoordlightmap2f + 2*numvertices, rsurface.modeltexcoordlightmap2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
8938 memset(rsurface.batchtexcoordlightmap2f + 2*numvertices, 0, surfacenumvertices * sizeof(float[2]));
8941 RSurf_RenumberElements(rsurface.modelelement3i + 3*surfacefirsttriangle, rsurface.batchelement3i + 3*numtriangles, 3*surfacenumtriangles, numvertices - surfacefirstvertex);
8942 numvertices += surfacenumvertices;
8943 numtriangles += surfacenumtriangles;
8946 // generate a 16bit index array as well if possible
8947 // (in general, dynamic batches fit)
8948 if (numvertices <= 65536)
8950 rsurface.batchelement3s = (unsigned short *)R_FrameData_Alloc(batchnumtriangles * sizeof(unsigned short[3]));
8951 for (i = 0;i < numtriangles*3;i++)
8952 rsurface.batchelement3s[i] = rsurface.batchelement3i[i];
8955 // since we've copied everything, the batch now starts at 0
8956 rsurface.batchfirstvertex = 0;
8957 rsurface.batchnumvertices = batchnumvertices;
8958 rsurface.batchfirsttriangle = 0;
8959 rsurface.batchnumtriangles = batchnumtriangles;
8962 // q1bsp surfaces rendered in vertex color mode have to have colors
8963 // calculated based on lightstyles
8964 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
8966 // generate color arrays for the surfaces in this list
8971 const unsigned char *lm;
8972 rsurface.batchlightmapcolor4f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[4]));
8973 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8974 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8976 for (i = 0;i < texturenumsurfaces;i++)
8978 surface = texturesurfacelist[i];
8979 offsets = rsurface.modellightmapoffsets + surface->num_firstvertex;
8980 surfacenumvertices = surface->num_vertices;
8981 if (surface->lightmapinfo->samples)
8983 for (j = 0;j < surfacenumvertices;j++)
8985 lm = surface->lightmapinfo->samples + offsets[j];
8986 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]];
8987 VectorScale(lm, scale, c);
8988 if (surface->lightmapinfo->styles[1] != 255)
8990 size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
8992 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]];
8993 VectorMA(c, scale, lm, c);
8994 if (surface->lightmapinfo->styles[2] != 255)
8997 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]];
8998 VectorMA(c, scale, lm, c);
8999 if (surface->lightmapinfo->styles[3] != 255)
9002 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]];
9003 VectorMA(c, scale, lm, c);
9010 Vector4Set(rsurface.batchlightmapcolor4f + 4*numvertices, min(c[0], 255) * (1.0f / 255.0f), min(c[1], 255) * (1.0f / 255.0f), min(c[2], 255) * (1.0f / 255.0f), 1);
9016 for (j = 0;j < surfacenumvertices;j++)
9018 Vector4Set(rsurface.batchlightmapcolor4f + 4*numvertices, 0, 0, 0, 1);
9025 // if vertices are deformed (sprite flares and things in maps, possibly
9026 // water waves, bulges and other deformations), modify the copied vertices
9028 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform && r_deformvertexes.integer;deformindex++, deform++)
9030 switch (deform->deform)
9033 case Q3DEFORM_PROJECTIONSHADOW:
9034 case Q3DEFORM_TEXT0:
9035 case Q3DEFORM_TEXT1:
9036 case Q3DEFORM_TEXT2:
9037 case Q3DEFORM_TEXT3:
9038 case Q3DEFORM_TEXT4:
9039 case Q3DEFORM_TEXT5:
9040 case Q3DEFORM_TEXT6:
9041 case Q3DEFORM_TEXT7:
9044 case Q3DEFORM_AUTOSPRITE:
9045 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
9046 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
9047 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
9048 VectorNormalize(newforward);
9049 VectorNormalize(newright);
9050 VectorNormalize(newup);
9051 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9052 // rsurface.batchvertex3f_vertexbuffer = NULL;
9053 // rsurface.batchvertex3f_bufferoffset = 0;
9054 // rsurface.batchsvector3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchsvector3f);
9055 // rsurface.batchsvector3f_vertexbuffer = NULL;
9056 // rsurface.batchsvector3f_bufferoffset = 0;
9057 // rsurface.batchtvector3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchtvector3f);
9058 // rsurface.batchtvector3f_vertexbuffer = NULL;
9059 // rsurface.batchtvector3f_bufferoffset = 0;
9060 // rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
9061 // rsurface.batchnormal3f_vertexbuffer = NULL;
9062 // rsurface.batchnormal3f_bufferoffset = 0;
9063 // sometimes we're on a renderpath that does not use vectors (GL11/GL13/GLES1)
9064 if (!VectorLength2(rsurface.batchnormal3f + 3*rsurface.batchfirstvertex))
9065 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9066 if (!VectorLength2(rsurface.batchsvector3f + 3*rsurface.batchfirstvertex))
9067 Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchsvector3f, rsurface.batchtvector3f, r_smoothnormals_areaweighting.integer != 0);
9068 // a single autosprite surface can contain multiple sprites...
9069 for (j = 0;j < batchnumvertices - 3;j += 4)
9071 VectorClear(center);
9072 for (i = 0;i < 4;i++)
9073 VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
9074 VectorScale(center, 0.25f, center);
9075 VectorCopy(rsurface.batchnormal3f + 3*j, forward);
9076 VectorCopy(rsurface.batchsvector3f + 3*j, right);
9077 VectorCopy(rsurface.batchtvector3f + 3*j, up);
9078 for (i = 0;i < 4;i++)
9080 VectorSubtract(rsurface.batchvertex3f + 3*(j+i), center, v);
9081 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.batchvertex3f + 3*(j+i));
9084 // if we get here, BATCHNEED_ARRAY_NORMAL and BATCHNEED_ARRAY_VECTOR are in batchneed, so no need to check
9085 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9086 Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchsvector3f, rsurface.batchtvector3f, r_smoothnormals_areaweighting.integer != 0);
9088 case Q3DEFORM_AUTOSPRITE2:
9089 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
9090 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
9091 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
9092 VectorNormalize(newforward);
9093 VectorNormalize(newright);
9094 VectorNormalize(newup);
9095 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9096 // rsurface.batchvertex3f_vertexbuffer = NULL;
9097 // rsurface.batchvertex3f_bufferoffset = 0;
9099 const float *v1, *v2;
9109 memset(shortest, 0, sizeof(shortest));
9110 // a single autosprite surface can contain multiple sprites...
9111 for (j = 0;j < batchnumvertices - 3;j += 4)
9113 VectorClear(center);
9114 for (i = 0;i < 4;i++)
9115 VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
9116 VectorScale(center, 0.25f, center);
9117 // find the two shortest edges, then use them to define the
9118 // axis vectors for rotating around the central axis
9119 for (i = 0;i < 6;i++)
9121 v1 = rsurface.batchvertex3f + 3*(j+quadedges[i][0]);
9122 v2 = rsurface.batchvertex3f + 3*(j+quadedges[i][1]);
9123 l = VectorDistance2(v1, v2);
9124 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
9126 l += (1.0f / 1024.0f);
9127 if (shortest[0].length2 > l || i == 0)
9129 shortest[1] = shortest[0];
9130 shortest[0].length2 = l;
9131 shortest[0].v1 = v1;
9132 shortest[0].v2 = v2;
9134 else if (shortest[1].length2 > l || i == 1)
9136 shortest[1].length2 = l;
9137 shortest[1].v1 = v1;
9138 shortest[1].v2 = v2;
9141 VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
9142 VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
9143 // this calculates the right vector from the shortest edge
9144 // and the up vector from the edge midpoints
9145 VectorSubtract(shortest[0].v1, shortest[0].v2, right);
9146 VectorNormalize(right);
9147 VectorSubtract(end, start, up);
9148 VectorNormalize(up);
9149 // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
9150 VectorSubtract(rsurface.localvieworigin, center, forward);
9151 //Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
9152 VectorNegate(forward, forward);
9153 VectorReflect(forward, 0, up, forward);
9154 VectorNormalize(forward);
9155 CrossProduct(up, forward, newright);
9156 VectorNormalize(newright);
9157 // rotate the quad around the up axis vector, this is made
9158 // especially easy by the fact we know the quad is flat,
9159 // so we only have to subtract the center position and
9160 // measure distance along the right vector, and then
9161 // multiply that by the newright vector and add back the
9163 // we also need to subtract the old position to undo the
9164 // displacement from the center, which we do with a
9165 // DotProduct, the subtraction/addition of center is also
9166 // optimized into DotProducts here
9167 l = DotProduct(right, center);
9168 for (i = 0;i < 4;i++)
9170 v1 = rsurface.batchvertex3f + 3*(j+i);
9171 f = DotProduct(right, v1) - l;
9172 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.batchvertex3f + 3*(j+i));
9176 if(batchneed & (BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR)) // otherwise these can stay NULL
9178 // rsurface.batchnormal3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9179 // rsurface.batchnormal3f_vertexbuffer = NULL;
9180 // rsurface.batchnormal3f_bufferoffset = 0;
9181 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9183 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
9185 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9186 // rsurface.batchsvector3f_vertexbuffer = NULL;
9187 // rsurface.batchsvector3f_bufferoffset = 0;
9188 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9189 // rsurface.batchtvector3f_vertexbuffer = NULL;
9190 // rsurface.batchtvector3f_bufferoffset = 0;
9191 Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchsvector3f, rsurface.batchtvector3f, r_smoothnormals_areaweighting.integer != 0);
9194 case Q3DEFORM_NORMAL:
9195 // deform the normals to make reflections wavey
9196 rsurface.batchnormal3f = (float *)R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
9197 rsurface.batchnormal3f_vertexbuffer = NULL;
9198 rsurface.batchnormal3f_bufferoffset = 0;
9199 for (j = 0;j < batchnumvertices;j++)
9202 float *normal = rsurface.batchnormal3f + 3*j;
9203 VectorScale(rsurface.batchvertex3f + 3*j, 0.98f, vertex);
9204 normal[0] = rsurface.batchnormal3f[j*3+0] + deform->parms[0] * noise4f( vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
9205 normal[1] = rsurface.batchnormal3f[j*3+1] + deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
9206 normal[2] = rsurface.batchnormal3f[j*3+2] + deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
9207 VectorNormalize(normal);
9209 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
9211 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9212 // rsurface.batchsvector3f_vertexbuffer = NULL;
9213 // rsurface.batchsvector3f_bufferoffset = 0;
9214 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9215 // rsurface.batchtvector3f_vertexbuffer = NULL;
9216 // rsurface.batchtvector3f_bufferoffset = 0;
9217 Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchsvector3f, rsurface.batchtvector3f, r_smoothnormals_areaweighting.integer != 0);
9221 // deform vertex array to make wavey water and flags and such
9222 waveparms[0] = deform->waveparms[0];
9223 waveparms[1] = deform->waveparms[1];
9224 waveparms[2] = deform->waveparms[2];
9225 waveparms[3] = deform->waveparms[3];
9226 if(!R_TestQ3WaveFunc(deform->wavefunc, waveparms))
9227 break; // if wavefunc is a nop, don't make a dynamic vertex array
9228 // this is how a divisor of vertex influence on deformation
9229 animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
9230 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
9231 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9232 // rsurface.batchvertex3f_vertexbuffer = NULL;
9233 // rsurface.batchvertex3f_bufferoffset = 0;
9234 // rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
9235 // rsurface.batchnormal3f_vertexbuffer = NULL;
9236 // rsurface.batchnormal3f_bufferoffset = 0;
9237 for (j = 0;j < batchnumvertices;j++)
9239 // if the wavefunc depends on time, evaluate it per-vertex
9242 waveparms[2] = deform->waveparms[2] + (rsurface.batchvertex3f[j*3+0] + rsurface.batchvertex3f[j*3+1] + rsurface.batchvertex3f[j*3+2]) * animpos;
9243 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
9245 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.batchvertex3f + 3*j);
9247 // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
9248 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9249 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
9251 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9252 // rsurface.batchsvector3f_vertexbuffer = NULL;
9253 // rsurface.batchsvector3f_bufferoffset = 0;
9254 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9255 // rsurface.batchtvector3f_vertexbuffer = NULL;
9256 // rsurface.batchtvector3f_bufferoffset = 0;
9257 Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchsvector3f, rsurface.batchtvector3f, r_smoothnormals_areaweighting.integer != 0);
9260 case Q3DEFORM_BULGE:
9261 // deform vertex array to make the surface have moving bulges
9262 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9263 // rsurface.batchvertex3f_vertexbuffer = NULL;
9264 // rsurface.batchvertex3f_bufferoffset = 0;
9265 // rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
9266 // rsurface.batchnormal3f_vertexbuffer = NULL;
9267 // rsurface.batchnormal3f_bufferoffset = 0;
9268 for (j = 0;j < batchnumvertices;j++)
9270 scale = sin(rsurface.batchtexcoordtexture2f[j*2+0] * deform->parms[0] + rsurface.shadertime * deform->parms[2]) * deform->parms[1];
9271 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.batchvertex3f + 3*j);
9273 // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
9274 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9275 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
9277 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9278 // rsurface.batchsvector3f_vertexbuffer = NULL;
9279 // rsurface.batchsvector3f_bufferoffset = 0;
9280 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9281 // rsurface.batchtvector3f_vertexbuffer = NULL;
9282 // rsurface.batchtvector3f_bufferoffset = 0;
9283 Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchsvector3f, rsurface.batchtvector3f, r_smoothnormals_areaweighting.integer != 0);
9287 // deform vertex array
9288 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
9289 break; // if wavefunc is a nop, don't make a dynamic vertex array
9290 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
9291 VectorScale(deform->parms, scale, waveparms);
9292 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9293 // rsurface.batchvertex3f_vertexbuffer = NULL;
9294 // rsurface.batchvertex3f_bufferoffset = 0;
9295 for (j = 0;j < batchnumvertices;j++)
9296 VectorAdd(rsurface.batchvertex3f + 3*j, waveparms, rsurface.batchvertex3f + 3*j);
9301 // generate texcoords based on the chosen texcoord source
9302 switch(rsurface.texture->tcgen.tcgen)
9305 case Q3TCGEN_TEXTURE:
9307 case Q3TCGEN_LIGHTMAP:
9308 // rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
9309 // rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
9310 // rsurface.batchtexcoordtexture2f_bufferoffset = 0;
9311 if (rsurface.batchtexcoordlightmap2f)
9312 memcpy(rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordtexture2f, batchnumvertices * sizeof(float[2]));
9314 case Q3TCGEN_VECTOR:
9315 // rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
9316 // rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
9317 // rsurface.batchtexcoordtexture2f_bufferoffset = 0;
9318 for (j = 0;j < batchnumvertices;j++)
9320 rsurface.batchtexcoordtexture2f[j*2+0] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->tcgen.parms);
9321 rsurface.batchtexcoordtexture2f[j*2+1] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->tcgen.parms + 3);
9324 case Q3TCGEN_ENVIRONMENT:
9325 // make environment reflections using a spheremap
9326 rsurface.batchtexcoordtexture2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
9327 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
9328 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
9329 for (j = 0;j < batchnumvertices;j++)
9331 // identical to Q3A's method, but executed in worldspace so
9332 // carried models can be shiny too
9334 float viewer[3], d, reflected[3], worldreflected[3];
9336 VectorSubtract(rsurface.localvieworigin, rsurface.batchvertex3f + 3*j, viewer);
9337 // VectorNormalize(viewer);
9339 d = DotProduct(rsurface.batchnormal3f + 3*j, viewer);
9341 reflected[0] = rsurface.batchnormal3f[j*3+0]*2*d - viewer[0];
9342 reflected[1] = rsurface.batchnormal3f[j*3+1]*2*d - viewer[1];
9343 reflected[2] = rsurface.batchnormal3f[j*3+2]*2*d - viewer[2];
9344 // note: this is proportinal to viewer, so we can normalize later
9346 Matrix4x4_Transform3x3(&rsurface.matrix, reflected, worldreflected);
9347 VectorNormalize(worldreflected);
9349 // note: this sphere map only uses world x and z!
9350 // so positive and negative y will LOOK THE SAME.
9351 rsurface.batchtexcoordtexture2f[j*2+0] = 0.5 + 0.5 * worldreflected[1];
9352 rsurface.batchtexcoordtexture2f[j*2+1] = 0.5 - 0.5 * worldreflected[2];
9356 // the only tcmod that needs software vertex processing is turbulent, so
9357 // check for it here and apply the changes if needed
9358 // and we only support that as the first one
9359 // (handling a mixture of turbulent and other tcmods would be problematic
9360 // without punting it entirely to a software path)
9361 if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
9363 amplitude = rsurface.texture->tcmods[0].parms[1];
9364 animpos = rsurface.texture->tcmods[0].parms[2] + rsurface.shadertime * rsurface.texture->tcmods[0].parms[3];
9365 // rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
9366 // rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
9367 // rsurface.batchtexcoordtexture2f_bufferoffset = 0;
9368 for (j = 0;j < batchnumvertices;j++)
9370 rsurface.batchtexcoordtexture2f[j*2+0] += amplitude * sin(((rsurface.batchvertex3f[j*3+0] + rsurface.batchvertex3f[j*3+2]) * 1.0 / 1024.0f + animpos) * M_PI * 2);
9371 rsurface.batchtexcoordtexture2f[j*2+1] += amplitude * sin(((rsurface.batchvertex3f[j*3+1] ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
9375 if (needsupdate & batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP))
9377 // convert the modified arrays to vertex structs
9378 // rsurface.batchvertexmesh = R_FrameData_Alloc(batchnumvertices * sizeof(r_vertexmesh_t));
9379 // rsurface.batchvertexmeshbuffer = NULL;
9380 if (batchneed & BATCHNEED_VERTEXMESH_VERTEX)
9381 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9382 VectorCopy(rsurface.batchvertex3f + 3*j, vertexmesh->vertex3f);
9383 if (batchneed & BATCHNEED_VERTEXMESH_NORMAL)
9384 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9385 VectorCopy(rsurface.batchnormal3f + 3*j, vertexmesh->normal3f);
9386 if (batchneed & BATCHNEED_VERTEXMESH_VECTOR)
9388 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9390 VectorCopy(rsurface.batchsvector3f + 3*j, vertexmesh->svector3f);
9391 VectorCopy(rsurface.batchtvector3f + 3*j, vertexmesh->tvector3f);
9394 if ((batchneed & BATCHNEED_VERTEXMESH_VERTEXCOLOR) && rsurface.batchlightmapcolor4f)
9395 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9396 Vector4Copy(rsurface.batchlightmapcolor4f + 4*j, vertexmesh->color4f);
9397 if (batchneed & BATCHNEED_VERTEXMESH_TEXCOORD)
9398 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9399 Vector2Copy(rsurface.batchtexcoordtexture2f + 2*j, vertexmesh->texcoordtexture2f);
9400 if ((batchneed & BATCHNEED_VERTEXMESH_LIGHTMAP) && rsurface.batchtexcoordlightmap2f)
9401 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9402 Vector2Copy(rsurface.batchtexcoordlightmap2f + 2*j, vertexmesh->texcoordlightmap2f);
9406 void RSurf_DrawBatch(void)
9408 // sometimes a zero triangle surface (usually a degenerate patch) makes it
9409 // through the pipeline, killing it earlier in the pipeline would have
9410 // per-surface overhead rather than per-batch overhead, so it's best to
9411 // reject it here, before it hits glDraw.
9412 if (rsurface.batchnumtriangles == 0)
9415 // batch debugging code
9416 if (r_test.integer && rsurface.entity == r_refdef.scene.worldentity && rsurface.batchvertex3f == r_refdef.scene.worldentity->model->surfmesh.data_vertex3f)
9422 e = rsurface.batchelement3i + rsurface.batchfirsttriangle*3;
9423 for (i = 0;i < rsurface.batchnumtriangles*3;i++)
9426 for (j = 0;j < rsurface.entity->model->num_surfaces;j++)
9428 if (c >= rsurface.modelsurfaces[j].num_firstvertex && c < (rsurface.modelsurfaces[j].num_firstvertex + rsurface.modelsurfaces[j].num_vertices))
9430 if (rsurface.modelsurfaces[j].texture != rsurface.texture)
9431 Sys_Error("RSurf_DrawBatch: index %i uses different texture (%s) than surface %i which it belongs to (which uses %s)\n", c, rsurface.texture->name, j, rsurface.modelsurfaces[j].texture->name);
9438 R_Mesh_Draw(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchfirsttriangle, rsurface.batchnumtriangles, rsurface.batchelement3i, rsurface.batchelement3i_indexbuffer, rsurface.batchelement3i_bufferoffset, rsurface.batchelement3s, rsurface.batchelement3s_indexbuffer, rsurface.batchelement3s_bufferoffset);
9441 static int RSurf_FindWaterPlaneForSurface(const msurface_t *surface)
9443 // pick the closest matching water plane
9444 int planeindex, vertexindex, bestplaneindex = -1;
9448 r_waterstate_waterplane_t *p;
9449 qboolean prepared = false;
9451 for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
9453 if(p->camera_entity != rsurface.texture->camera_entity)
9458 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, 1, &surface);
9460 if(rsurface.batchnumvertices == 0)
9463 for (vertexindex = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3;vertexindex < rsurface.batchnumvertices;vertexindex++, v += 3)
9465 Matrix4x4_Transform(&rsurface.matrix, v, vert);
9466 d += fabs(PlaneDiff(vert, &p->plane));
9468 if (bestd > d || bestplaneindex < 0)
9471 bestplaneindex = planeindex;
9474 return bestplaneindex;
9475 // NOTE: this MAY return a totally unrelated water plane; we can ignore
9476 // this situation though, as it might be better to render single larger
9477 // batches with useless stuff (backface culled for example) than to
9478 // render multiple smaller batches
9481 static void RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(void)
9484 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9485 rsurface.passcolor4f_vertexbuffer = 0;
9486 rsurface.passcolor4f_bufferoffset = 0;
9487 for (i = 0;i < rsurface.batchnumvertices;i++)
9488 Vector4Set(rsurface.passcolor4f + 4*i, 0.5f, 0.5f, 0.5f, 1.0f);
9491 static void RSurf_DrawBatch_GL11_ApplyFog(void)
9498 if (rsurface.passcolor4f)
9500 // generate color arrays
9501 c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
9502 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9503 rsurface.passcolor4f_vertexbuffer = 0;
9504 rsurface.passcolor4f_bufferoffset = 0;
9505 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4, c2 += 4)
9507 f = RSurf_FogVertex(v);
9516 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9517 rsurface.passcolor4f_vertexbuffer = 0;
9518 rsurface.passcolor4f_bufferoffset = 0;
9519 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c2 += 4)
9521 f = RSurf_FogVertex(v);
9530 static void RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(void)
9537 if (!rsurface.passcolor4f)
9539 c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
9540 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9541 rsurface.passcolor4f_vertexbuffer = 0;
9542 rsurface.passcolor4f_bufferoffset = 0;
9543 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4, c2 += 4)
9545 f = RSurf_FogVertex(v);
9546 c2[0] = c[0] * f + r_refdef.fogcolor[0] * (1 - f);
9547 c2[1] = c[1] * f + r_refdef.fogcolor[1] * (1 - f);
9548 c2[2] = c[2] * f + r_refdef.fogcolor[2] * (1 - f);
9553 static void RSurf_DrawBatch_GL11_ApplyColor(float r, float g, float b, float a)
9558 if (!rsurface.passcolor4f)
9560 c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
9561 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9562 rsurface.passcolor4f_vertexbuffer = 0;
9563 rsurface.passcolor4f_bufferoffset = 0;
9564 for (i = 0, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, c += 4, c2 += 4)
9573 static void RSurf_DrawBatch_GL11_ApplyAmbient(void)
9578 if (!rsurface.passcolor4f)
9580 c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
9581 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9582 rsurface.passcolor4f_vertexbuffer = 0;
9583 rsurface.passcolor4f_bufferoffset = 0;
9584 for (i = 0, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, c += 4, c2 += 4)
9586 c2[0] = c[0] + r_refdef.scene.ambient;
9587 c2[1] = c[1] + r_refdef.scene.ambient;
9588 c2[2] = c[2] + r_refdef.scene.ambient;
9593 static void RSurf_DrawBatch_GL11_Lightmap(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
9596 rsurface.passcolor4f = NULL;
9597 rsurface.passcolor4f_vertexbuffer = 0;
9598 rsurface.passcolor4f_bufferoffset = 0;
9599 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
9600 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
9601 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
9602 GL_Color(r, g, b, a);
9603 R_Mesh_TexBind(0, rsurface.lightmaptexture);
9607 static void RSurf_DrawBatch_GL11_Unlit(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
9609 // TODO: optimize applyfog && applycolor case
9610 // just apply fog if necessary, and tint the fog color array if necessary
9611 rsurface.passcolor4f = NULL;
9612 rsurface.passcolor4f_vertexbuffer = 0;
9613 rsurface.passcolor4f_bufferoffset = 0;
9614 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
9615 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
9616 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
9617 GL_Color(r, g, b, a);
9621 static void RSurf_DrawBatch_GL11_VertexColor(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
9624 rsurface.passcolor4f = rsurface.batchlightmapcolor4f;
9625 rsurface.passcolor4f_vertexbuffer = rsurface.batchlightmapcolor4f_vertexbuffer;
9626 rsurface.passcolor4f_bufferoffset = rsurface.batchlightmapcolor4f_bufferoffset;
9627 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
9628 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
9629 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
9630 GL_Color(r, g, b, a);
9634 static void RSurf_DrawBatch_GL11_ClampColor(void)
9639 if (!rsurface.passcolor4f)
9641 for (i = 0, c1 = rsurface.passcolor4f + 4*rsurface.batchfirstvertex, c2 = rsurface.passcolor4f + 4*rsurface.batchfirstvertex;i < rsurface.batchnumvertices;i++, c1 += 4, c2 += 4)
9643 c2[0] = bound(0.0f, c1[0], 1.0f);
9644 c2[1] = bound(0.0f, c1[1], 1.0f);
9645 c2[2] = bound(0.0f, c1[2], 1.0f);
9646 c2[3] = bound(0.0f, c1[3], 1.0f);
9650 static void RSurf_DrawBatch_GL11_ApplyFakeLight(void)
9660 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9661 rsurface.passcolor4f_vertexbuffer = 0;
9662 rsurface.passcolor4f_bufferoffset = 0;
9663 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, n = rsurface.batchnormal3f + rsurface.batchfirstvertex * 3, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, n += 3, c += 4)
9665 f = -DotProduct(r_refdef.view.forward, n);
9667 f = f * 0.85 + 0.15; // work around so stuff won't get black
9668 f *= r_refdef.lightmapintensity;
9669 Vector4Set(c, f, f, f, 1);
9673 static void RSurf_DrawBatch_GL11_FakeLight(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
9675 RSurf_DrawBatch_GL11_ApplyFakeLight();
9676 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
9677 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
9678 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
9679 GL_Color(r, g, b, a);
9683 static void RSurf_DrawBatch_GL11_ApplyVertexShade(float *r, float *g, float *b, float *a, qboolean *applycolor)
9691 vec3_t ambientcolor;
9692 vec3_t diffusecolor;
9696 VectorCopy(rsurface.modellight_lightdir, lightdir);
9697 f = 0.5f * r_refdef.lightmapintensity;
9698 ambientcolor[0] = rsurface.modellight_ambient[0] * *r * f;
9699 ambientcolor[1] = rsurface.modellight_ambient[1] * *g * f;
9700 ambientcolor[2] = rsurface.modellight_ambient[2] * *b * f;
9701 diffusecolor[0] = rsurface.modellight_diffuse[0] * *r * f;
9702 diffusecolor[1] = rsurface.modellight_diffuse[1] * *g * f;
9703 diffusecolor[2] = rsurface.modellight_diffuse[2] * *b * f;
9705 if (VectorLength2(diffusecolor) > 0)
9707 // q3-style directional shading
9708 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9709 rsurface.passcolor4f_vertexbuffer = 0;
9710 rsurface.passcolor4f_bufferoffset = 0;
9711 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, n = rsurface.batchnormal3f + rsurface.batchfirstvertex * 3, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, n += 3, c += 4)
9713 if ((f = DotProduct(n, lightdir)) > 0)
9714 VectorMA(ambientcolor, f, diffusecolor, c);
9716 VectorCopy(ambientcolor, c);
9723 *applycolor = false;
9727 *r = ambientcolor[0];
9728 *g = ambientcolor[1];
9729 *b = ambientcolor[2];
9730 rsurface.passcolor4f = NULL;
9731 rsurface.passcolor4f_vertexbuffer = 0;
9732 rsurface.passcolor4f_bufferoffset = 0;
9736 static void RSurf_DrawBatch_GL11_VertexShade(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
9738 RSurf_DrawBatch_GL11_ApplyVertexShade(&r, &g, &b, &a, &applycolor);
9739 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
9740 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
9741 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
9742 GL_Color(r, g, b, a);
9746 static void RSurf_DrawBatch_GL11_MakeFogColor(float r, float g, float b, float a)
9754 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9755 rsurface.passcolor4f_vertexbuffer = 0;
9756 rsurface.passcolor4f_bufferoffset = 0;
9758 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4)
9760 f = 1 - RSurf_FogVertex(v);
9768 void RSurf_SetupDepthAndCulling(void)
9770 // submodels are biased to avoid z-fighting with world surfaces that they
9771 // may be exactly overlapping (avoids z-fighting artifacts on certain
9772 // doors and things in Quake maps)
9773 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
9774 GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
9775 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
9776 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
9779 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_t **texturesurfacelist)
9781 // transparent sky would be ridiculous
9782 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
9784 R_SetupShader_Generic_NoTexture(false, false);
9785 skyrenderlater = true;
9786 RSurf_SetupDepthAndCulling();
9788 // LordHavoc: HalfLife maps have freaky skypolys so don't use
9789 // skymasking on them, and Quake3 never did sky masking (unlike
9790 // software Quake and software Quake2), so disable the sky masking
9791 // in Quake3 maps as it causes problems with q3map2 sky tricks,
9792 // and skymasking also looks very bad when noclipping outside the
9793 // level, so don't use it then either.
9794 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis && !r_trippy.integer)
9796 R_Mesh_ResetTextureState();
9797 if (skyrendermasked)
9799 R_SetupShader_DepthOrShadow(false, false);
9800 // depth-only (masking)
9801 GL_ColorMask(0,0,0,0);
9802 // just to make sure that braindead drivers don't draw
9803 // anything despite that colormask...
9804 GL_BlendFunc(GL_ZERO, GL_ONE);
9805 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
9806 if (rsurface.batchvertex3fbuffer)
9807 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3fbuffer);
9809 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer);
9813 R_SetupShader_Generic_NoTexture(false, false);
9815 GL_BlendFunc(GL_ONE, GL_ZERO);
9816 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
9817 GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
9818 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
9821 if (skyrendermasked)
9822 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
9824 R_Mesh_ResetTextureState();
9825 GL_Color(1, 1, 1, 1);
9828 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
9829 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
9830 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
9832 if (r_fb.water.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA)))
9836 // render screenspace normalmap to texture
9838 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_DEFERREDGEOMETRY, texturenumsurfaces, texturesurfacelist, NULL, false);
9843 // bind lightmap texture
9845 // water/refraction/reflection/camera surfaces have to be handled specially
9846 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA | MATERIALFLAG_REFLECTION)))
9848 int start, end, startplaneindex;
9849 for (start = 0;start < texturenumsurfaces;start = end)
9851 startplaneindex = RSurf_FindWaterPlaneForSurface(texturesurfacelist[start]);
9852 if(startplaneindex < 0)
9854 // this happens if the plane e.g. got backface culled and thus didn't get a water plane. We can just ignore this.
9855 // Con_Printf("No matching water plane for surface with material flags 0x%08x - PLEASE DEBUG THIS\n", rsurface.texture->currentmaterialflags);
9859 for (end = start + 1;end < texturenumsurfaces && startplaneindex == RSurf_FindWaterPlaneForSurface(texturesurfacelist[end]);end++)
9861 // now that we have a batch using the same planeindex, render it
9862 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA)))
9864 // render water or distortion background
9866 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND, end-start, texturesurfacelist + start, (void *)(r_fb.water.waterplanes + startplaneindex), false);
9868 // blend surface on top
9869 GL_DepthMask(false);
9870 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, end-start, texturesurfacelist + start, NULL, false);
9873 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION))
9875 // render surface with reflection texture as input
9876 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
9877 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, end-start, texturesurfacelist + start, (void *)(r_fb.water.waterplanes + startplaneindex), false);
9884 // render surface batch normally
9885 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
9886 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, texturenumsurfaces, texturesurfacelist, NULL, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) != 0);
9890 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
9892 // OpenGL 1.3 path - anything not completely ancient
9893 qboolean applycolor;
9896 const texturelayer_t *layer;
9897 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | ((!rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.modeltexcoordlightmap2f ? BATCHNEED_ARRAY_LIGHTMAP : 0) | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
9898 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
9900 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
9903 int layertexrgbscale;
9904 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
9906 if (layerindex == 0)
9910 GL_AlphaTest(false);
9911 GL_DepthFunc(GL_EQUAL);
9914 GL_DepthMask(layer->depthmask && writedepth);
9915 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
9916 if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2)
9918 layertexrgbscale = 4;
9919 VectorScale(layer->color, 0.25f, layercolor);
9921 else if (layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1)
9923 layertexrgbscale = 2;
9924 VectorScale(layer->color, 0.5f, layercolor);
9928 layertexrgbscale = 1;
9929 VectorScale(layer->color, 1.0f, layercolor);
9931 layercolor[3] = layer->color[3];
9932 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
9933 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, 0, 0);
9934 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
9935 switch (layer->type)
9937 case TEXTURELAYERTYPE_LITTEXTURE:
9938 // single-pass lightmapped texture with 2x rgbscale
9939 R_Mesh_TexBind(0, r_texture_white);
9940 R_Mesh_TexMatrix(0, NULL);
9941 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
9942 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
9943 R_Mesh_TexBind(1, layer->texture);
9944 R_Mesh_TexMatrix(1, &layer->texmatrix);
9945 R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
9946 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
9947 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
9948 RSurf_DrawBatch_GL11_VertexShade(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
9949 else if (FAKELIGHT_ENABLED)
9950 RSurf_DrawBatch_GL11_FakeLight(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
9951 else if (rsurface.uselightmaptexture)
9952 RSurf_DrawBatch_GL11_Lightmap(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
9954 RSurf_DrawBatch_GL11_VertexColor(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
9956 case TEXTURELAYERTYPE_TEXTURE:
9957 // singletexture unlit texture with transparency support
9958 R_Mesh_TexBind(0, layer->texture);
9959 R_Mesh_TexMatrix(0, &layer->texmatrix);
9960 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
9961 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
9962 R_Mesh_TexBind(1, 0);
9963 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
9964 RSurf_DrawBatch_GL11_Unlit(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
9966 case TEXTURELAYERTYPE_FOG:
9967 // singletexture fogging
9970 R_Mesh_TexBind(0, layer->texture);
9971 R_Mesh_TexMatrix(0, &layer->texmatrix);
9972 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
9973 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
9977 R_Mesh_TexBind(0, 0);
9978 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
9980 R_Mesh_TexBind(1, 0);
9981 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
9982 // generate a color array for the fog pass
9983 RSurf_DrawBatch_GL11_MakeFogColor(layercolor[0], layercolor[1], layercolor[2], layercolor[3]);
9984 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, 0, 0);
9988 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
9991 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
9993 GL_DepthFunc(GL_LEQUAL);
9994 GL_AlphaTest(false);
9998 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
10000 // OpenGL 1.1 - crusty old voodoo path
10003 const texturelayer_t *layer;
10004 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | ((!rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.modeltexcoordlightmap2f ? BATCHNEED_ARRAY_LIGHTMAP : 0) | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10005 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
10007 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
10009 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10011 if (layerindex == 0)
10012 GL_AlphaTest(true);
10015 GL_AlphaTest(false);
10016 GL_DepthFunc(GL_EQUAL);
10019 GL_DepthMask(layer->depthmask && writedepth);
10020 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
10021 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, 0, 0);
10022 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
10023 switch (layer->type)
10025 case TEXTURELAYERTYPE_LITTEXTURE:
10026 if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))
10028 // two-pass lit texture with 2x rgbscale
10029 // first the lightmap pass
10030 R_Mesh_TexBind(0, r_texture_white);
10031 R_Mesh_TexMatrix(0, NULL);
10032 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10033 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
10034 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10035 RSurf_DrawBatch_GL11_VertexShade(1, 1, 1, 1, false, false);
10036 else if (FAKELIGHT_ENABLED)
10037 RSurf_DrawBatch_GL11_FakeLight(1, 1, 1, 1, false, false);
10038 else if (rsurface.uselightmaptexture)
10039 RSurf_DrawBatch_GL11_Lightmap(1, 1, 1, 1, false, false);
10041 RSurf_DrawBatch_GL11_VertexColor(1, 1, 1, 1, false, false);
10042 // then apply the texture to it
10043 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
10044 R_Mesh_TexBind(0, layer->texture);
10045 R_Mesh_TexMatrix(0, &layer->texmatrix);
10046 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10047 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10048 RSurf_DrawBatch_GL11_Unlit(layer->color[0] * 0.5f, layer->color[1] * 0.5f, layer->color[2] * 0.5f, layer->color[3], layer->color[0] != 2 || layer->color[1] != 2 || layer->color[2] != 2 || layer->color[3] != 1, false);
10052 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
10053 R_Mesh_TexBind(0, layer->texture);
10054 R_Mesh_TexMatrix(0, &layer->texmatrix);
10055 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10056 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10057 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10058 RSurf_DrawBatch_GL11_VertexShade(layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
10059 else if (FAKELIGHT_ENABLED)
10060 RSurf_DrawBatch_GL11_FakeLight(layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
10062 RSurf_DrawBatch_GL11_VertexColor(layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
10065 case TEXTURELAYERTYPE_TEXTURE:
10066 // singletexture unlit texture with transparency support
10067 R_Mesh_TexBind(0, layer->texture);
10068 R_Mesh_TexMatrix(0, &layer->texmatrix);
10069 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10070 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10071 RSurf_DrawBatch_GL11_Unlit(layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
10073 case TEXTURELAYERTYPE_FOG:
10074 // singletexture fogging
10075 if (layer->texture)
10077 R_Mesh_TexBind(0, layer->texture);
10078 R_Mesh_TexMatrix(0, &layer->texmatrix);
10079 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10080 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10084 R_Mesh_TexBind(0, 0);
10085 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
10087 // generate a color array for the fog pass
10088 RSurf_DrawBatch_GL11_MakeFogColor(layer->color[0], layer->color[1], layer->color[2], layer->color[3]);
10089 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, 0, 0);
10093 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
10096 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10098 GL_DepthFunc(GL_LEQUAL);
10099 GL_AlphaTest(false);
10103 static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
10107 r_vertexgeneric_t *batchvertex;
10110 // R_Mesh_ResetTextureState();
10111 R_SetupShader_Generic_NoTexture(false, false);
10113 if(rsurface.texture && rsurface.texture->currentskinframe)
10115 memcpy(c, rsurface.texture->currentskinframe->avgcolor, sizeof(c));
10116 c[3] *= rsurface.texture->currentalpha;
10126 if (rsurface.texture->pantstexture || rsurface.texture->shirttexture)
10128 c[0] = 0.5 * (rsurface.colormap_pantscolor[0] * 0.3 + rsurface.colormap_shirtcolor[0] * 0.7);
10129 c[1] = 0.5 * (rsurface.colormap_pantscolor[1] * 0.3 + rsurface.colormap_shirtcolor[1] * 0.7);
10130 c[2] = 0.5 * (rsurface.colormap_pantscolor[2] * 0.3 + rsurface.colormap_shirtcolor[2] * 0.7);
10133 // brighten it up (as texture value 127 means "unlit")
10134 c[0] *= 2 * r_refdef.view.colorscale;
10135 c[1] *= 2 * r_refdef.view.colorscale;
10136 c[2] *= 2 * r_refdef.view.colorscale;
10138 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA)
10139 c[3] *= r_wateralpha.value;
10141 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHA && c[3] != 1)
10143 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
10144 GL_DepthMask(false);
10146 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
10148 GL_BlendFunc(GL_ONE, GL_ONE);
10149 GL_DepthMask(false);
10151 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10153 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // can't do alpha test without texture, so let's blend instead
10154 GL_DepthMask(false);
10156 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
10158 GL_BlendFunc(rsurface.texture->customblendfunc[0], rsurface.texture->customblendfunc[1]);
10159 GL_DepthMask(false);
10163 GL_BlendFunc(GL_ONE, GL_ZERO);
10164 GL_DepthMask(writedepth);
10167 if (r_showsurfaces.integer == 3)
10169 rsurface.passcolor4f = NULL;
10171 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
10173 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10175 rsurface.passcolor4f = NULL;
10176 rsurface.passcolor4f_vertexbuffer = 0;
10177 rsurface.passcolor4f_bufferoffset = 0;
10179 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10181 qboolean applycolor = true;
10184 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10186 r_refdef.lightmapintensity = 1;
10187 RSurf_DrawBatch_GL11_ApplyVertexShade(&one, &one, &one, &one, &applycolor);
10188 r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
10190 else if (FAKELIGHT_ENABLED)
10192 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10194 r_refdef.lightmapintensity = r_fakelight_intensity.value;
10195 RSurf_DrawBatch_GL11_ApplyFakeLight();
10196 r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
10200 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10202 rsurface.passcolor4f = rsurface.batchlightmapcolor4f;
10203 rsurface.passcolor4f_vertexbuffer = rsurface.batchlightmapcolor4f_vertexbuffer;
10204 rsurface.passcolor4f_bufferoffset = rsurface.batchlightmapcolor4f_bufferoffset;
10207 if(!rsurface.passcolor4f)
10208 RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray();
10210 RSurf_DrawBatch_GL11_ApplyAmbient();
10211 RSurf_DrawBatch_GL11_ApplyColor(c[0], c[1], c[2], c[3]);
10212 if(r_refdef.fogenabled)
10213 RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors();
10214 RSurf_DrawBatch_GL11_ClampColor();
10216 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.passcolor4f, NULL);
10217 R_SetupShader_Generic_NoTexture(false, false);
10220 else if (!r_refdef.view.showdebug)
10222 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10223 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchnumvertices);
10224 for (j = 0, vi = rsurface.batchfirstvertex;j < rsurface.batchnumvertices;j++, vi++)
10226 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
10227 Vector4Set(batchvertex[vi].color4f, 0, 0, 0, 1);
10229 R_Mesh_PrepareVertices_Generic_Unlock();
10232 else if (r_showsurfaces.integer == 4)
10234 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10235 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchnumvertices);
10236 for (j = 0, vi = rsurface.batchfirstvertex;j < rsurface.batchnumvertices;j++, vi++)
10238 unsigned char c = (vi << 3) * (1.0f / 256.0f);
10239 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
10240 Vector4Set(batchvertex[vi].color4f, c, c, c, 1);
10242 R_Mesh_PrepareVertices_Generic_Unlock();
10245 else if (r_showsurfaces.integer == 2)
10248 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10249 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(3*rsurface.batchnumtriangles);
10250 for (j = 0, e = rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle;j < rsurface.batchnumtriangles;j++, e += 3)
10252 unsigned char c = ((j + rsurface.batchfirsttriangle) << 3) * (1.0f / 256.0f);
10253 VectorCopy(rsurface.batchvertex3f + 3*e[0], batchvertex[j*3+0].vertex3f);
10254 VectorCopy(rsurface.batchvertex3f + 3*e[1], batchvertex[j*3+1].vertex3f);
10255 VectorCopy(rsurface.batchvertex3f + 3*e[2], batchvertex[j*3+2].vertex3f);
10256 Vector4Set(batchvertex[j*3+0].color4f, c, c, c, 1);
10257 Vector4Set(batchvertex[j*3+1].color4f, c, c, c, 1);
10258 Vector4Set(batchvertex[j*3+2].color4f, c, c, c, 1);
10260 R_Mesh_PrepareVertices_Generic_Unlock();
10261 R_Mesh_Draw(0, rsurface.batchnumtriangles*3, 0, rsurface.batchnumtriangles, NULL, NULL, 0, NULL, NULL, 0);
10265 int texturesurfaceindex;
10267 const msurface_t *surface;
10268 float surfacecolor4f[4];
10269 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10270 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchfirstvertex + rsurface.batchnumvertices);
10272 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10274 surface = texturesurfacelist[texturesurfaceindex];
10275 k = (int)(((size_t)surface) / sizeof(msurface_t));
10276 Vector4Set(surfacecolor4f, (k & 0xF) * (1.0f / 16.0f), (k & 0xF0) * (1.0f / 256.0f), (k & 0xF00) * (1.0f / 4096.0f), 1);
10277 for (j = 0;j < surface->num_vertices;j++)
10279 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
10280 Vector4Copy(surfacecolor4f, batchvertex[vi].color4f);
10284 R_Mesh_PrepareVertices_Generic_Unlock();
10289 static void R_DrawWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
10292 RSurf_SetupDepthAndCulling();
10293 if (r_showsurfaces.integer)
10295 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth);
10298 switch (vid.renderpath)
10300 case RENDERPATH_GL20:
10301 case RENDERPATH_D3D9:
10302 case RENDERPATH_D3D10:
10303 case RENDERPATH_D3D11:
10304 case RENDERPATH_SOFT:
10305 case RENDERPATH_GLES2:
10306 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
10308 case RENDERPATH_GL13:
10309 case RENDERPATH_GLES1:
10310 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
10312 case RENDERPATH_GL11:
10313 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
10319 static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
10322 RSurf_SetupDepthAndCulling();
10323 if (r_showsurfaces.integer)
10325 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth);
10328 switch (vid.renderpath)
10330 case RENDERPATH_GL20:
10331 case RENDERPATH_D3D9:
10332 case RENDERPATH_D3D10:
10333 case RENDERPATH_D3D11:
10334 case RENDERPATH_SOFT:
10335 case RENDERPATH_GLES2:
10336 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
10338 case RENDERPATH_GL13:
10339 case RENDERPATH_GLES1:
10340 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
10342 case RENDERPATH_GL11:
10343 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
10349 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
10352 int texturenumsurfaces, endsurface;
10353 texture_t *texture;
10354 const msurface_t *surface;
10355 const msurface_t *texturesurfacelist[MESHQUEUE_TRANSPARENT_BATCHSIZE];
10357 // if the model is static it doesn't matter what value we give for
10358 // wantnormals and wanttangents, so this logic uses only rules applicable
10359 // to a model, knowing that they are meaningless otherwise
10360 if (ent == r_refdef.scene.worldentity)
10361 RSurf_ActiveWorldEntity();
10362 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
10363 RSurf_ActiveModelEntity(ent, false, false, false);
10366 switch (vid.renderpath)
10368 case RENDERPATH_GL20:
10369 case RENDERPATH_D3D9:
10370 case RENDERPATH_D3D10:
10371 case RENDERPATH_D3D11:
10372 case RENDERPATH_SOFT:
10373 case RENDERPATH_GLES2:
10374 RSurf_ActiveModelEntity(ent, true, true, false);
10376 case RENDERPATH_GL11:
10377 case RENDERPATH_GL13:
10378 case RENDERPATH_GLES1:
10379 RSurf_ActiveModelEntity(ent, true, false, false);
10384 if (r_transparentdepthmasking.integer)
10386 qboolean setup = false;
10387 for (i = 0;i < numsurfaces;i = j)
10390 surface = rsurface.modelsurfaces + surfacelist[i];
10391 texture = surface->texture;
10392 rsurface.texture = R_GetCurrentTexture(texture);
10393 rsurface.lightmaptexture = NULL;
10394 rsurface.deluxemaptexture = NULL;
10395 rsurface.uselightmaptexture = false;
10396 // scan ahead until we find a different texture
10397 endsurface = min(i + 1024, numsurfaces);
10398 texturenumsurfaces = 0;
10399 texturesurfacelist[texturenumsurfaces++] = surface;
10400 for (;j < endsurface;j++)
10402 surface = rsurface.modelsurfaces + surfacelist[j];
10403 if (texture != surface->texture)
10405 texturesurfacelist[texturenumsurfaces++] = surface;
10407 if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_TRANSDEPTH))
10409 // render the range of surfaces as depth
10413 GL_ColorMask(0,0,0,0);
10415 GL_DepthTest(true);
10416 GL_BlendFunc(GL_ONE, GL_ZERO);
10417 GL_DepthMask(true);
10418 // R_Mesh_ResetTextureState();
10419 R_SetupShader_DepthOrShadow(false, false);
10421 RSurf_SetupDepthAndCulling();
10422 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX, texturenumsurfaces, texturesurfacelist);
10423 if (rsurface.batchvertex3fbuffer)
10424 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3fbuffer);
10426 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer);
10430 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
10433 for (i = 0;i < numsurfaces;i = j)
10436 surface = rsurface.modelsurfaces + surfacelist[i];
10437 texture = surface->texture;
10438 rsurface.texture = R_GetCurrentTexture(texture);
10439 // scan ahead until we find a different texture
10440 endsurface = min(i + MESHQUEUE_TRANSPARENT_BATCHSIZE, numsurfaces);
10441 texturenumsurfaces = 0;
10442 texturesurfacelist[texturenumsurfaces++] = surface;
10443 if(FAKELIGHT_ENABLED)
10445 rsurface.lightmaptexture = NULL;
10446 rsurface.deluxemaptexture = NULL;
10447 rsurface.uselightmaptexture = false;
10448 for (;j < endsurface;j++)
10450 surface = rsurface.modelsurfaces + surfacelist[j];
10451 if (texture != surface->texture)
10453 texturesurfacelist[texturenumsurfaces++] = surface;
10458 rsurface.lightmaptexture = surface->lightmaptexture;
10459 rsurface.deluxemaptexture = surface->deluxemaptexture;
10460 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
10461 for (;j < endsurface;j++)
10463 surface = rsurface.modelsurfaces + surfacelist[j];
10464 if (texture != surface->texture || rsurface.lightmaptexture != surface->lightmaptexture)
10466 texturesurfacelist[texturenumsurfaces++] = surface;
10469 // render the range of surfaces
10470 if (ent == r_refdef.scene.worldentity)
10471 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
10473 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
10475 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
10478 static void R_ProcessTransparentTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10480 // transparent surfaces get pushed off into the transparent queue
10481 int surfacelistindex;
10482 const msurface_t *surface;
10483 vec3_t tempcenter, center;
10484 for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
10486 surface = texturesurfacelist[surfacelistindex];
10487 if (r_transparent_sortsurfacesbynearest.integer)
10489 tempcenter[0] = bound(surface->mins[0], rsurface.localvieworigin[0], surface->maxs[0]);
10490 tempcenter[1] = bound(surface->mins[1], rsurface.localvieworigin[1], surface->maxs[1]);
10491 tempcenter[2] = bound(surface->mins[2], rsurface.localvieworigin[2], surface->maxs[2]);
10495 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
10496 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
10497 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
10499 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
10500 if (rsurface.entity->transparent_offset) // transparent offset
10502 center[0] += r_refdef.view.forward[0]*rsurface.entity->transparent_offset;
10503 center[1] += r_refdef.view.forward[1]*rsurface.entity->transparent_offset;
10504 center[2] += r_refdef.view.forward[2]*rsurface.entity->transparent_offset;
10506 R_MeshQueue_AddTransparent((rsurface.entity->flags & RENDER_WORLDOBJECT) ? TRANSPARENTSORT_SKY : (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST) ? TRANSPARENTSORT_HUD : rsurface.texture->transparentsort, center, R_DrawSurface_TransparentCallback, rsurface.entity, surface - rsurface.modelsurfaces, rsurface.rtlight);
10510 static void R_DrawTextureSurfaceList_DepthOnly(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10512 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
10514 if (r_fb.water.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
10516 RSurf_SetupDepthAndCulling();
10517 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX, texturenumsurfaces, texturesurfacelist);
10518 if (rsurface.batchvertex3fbuffer)
10519 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3fbuffer);
10521 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer);
10525 static void R_ProcessWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, qboolean prepass)
10529 R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
10532 if (!rsurface.texture->currentnumlayers)
10534 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
10535 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist);
10537 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
10539 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && (!r_showsurfaces.integer || r_showsurfaces.integer == 3))
10540 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
10541 else if (!rsurface.texture->currentnumlayers)
10543 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))))
10545 // in the deferred case, transparent surfaces were queued during prepass
10546 if (!r_shadow_usingdeferredprepass)
10547 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist);
10551 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
10552 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
10557 static void R_QueueWorldSurfaceList(int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
10560 texture_t *texture;
10561 R_FrameData_SetMark();
10562 // break the surface list down into batches by texture and use of lightmapping
10563 for (i = 0;i < numsurfaces;i = j)
10566 // texture is the base texture pointer, rsurface.texture is the
10567 // current frame/skin the texture is directing us to use (for example
10568 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
10569 // use skin 1 instead)
10570 texture = surfacelist[i]->texture;
10571 rsurface.texture = R_GetCurrentTexture(texture);
10572 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
10574 // if this texture is not the kind we want, skip ahead to the next one
10575 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
10579 if(FAKELIGHT_ENABLED || depthonly || prepass)
10581 rsurface.lightmaptexture = NULL;
10582 rsurface.deluxemaptexture = NULL;
10583 rsurface.uselightmaptexture = false;
10584 // simply scan ahead until we find a different texture or lightmap state
10585 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
10590 rsurface.lightmaptexture = surfacelist[i]->lightmaptexture;
10591 rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
10592 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
10593 // simply scan ahead until we find a different texture or lightmap state
10594 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
10597 // render the range of surfaces
10598 R_ProcessWorldTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, prepass);
10600 R_FrameData_ReturnToMark();
10603 static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, qboolean prepass)
10607 R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
10610 if (!rsurface.texture->currentnumlayers)
10612 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
10613 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist);
10615 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
10617 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && (!r_showsurfaces.integer || r_showsurfaces.integer == 3))
10618 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
10619 else if (!rsurface.texture->currentnumlayers)
10621 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))))
10623 // in the deferred case, transparent surfaces were queued during prepass
10624 if (!r_shadow_usingdeferredprepass)
10625 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist);
10629 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
10630 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
10635 static void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
10638 texture_t *texture;
10639 R_FrameData_SetMark();
10640 // break the surface list down into batches by texture and use of lightmapping
10641 for (i = 0;i < numsurfaces;i = j)
10644 // texture is the base texture pointer, rsurface.texture is the
10645 // current frame/skin the texture is directing us to use (for example
10646 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
10647 // use skin 1 instead)
10648 texture = surfacelist[i]->texture;
10649 rsurface.texture = R_GetCurrentTexture(texture);
10650 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
10652 // if this texture is not the kind we want, skip ahead to the next one
10653 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
10657 if(FAKELIGHT_ENABLED || depthonly || prepass)
10659 rsurface.lightmaptexture = NULL;
10660 rsurface.deluxemaptexture = NULL;
10661 rsurface.uselightmaptexture = false;
10662 // simply scan ahead until we find a different texture or lightmap state
10663 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
10668 rsurface.lightmaptexture = surfacelist[i]->lightmaptexture;
10669 rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
10670 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
10671 // simply scan ahead until we find a different texture or lightmap state
10672 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
10675 // render the range of surfaces
10676 R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, prepass);
10678 R_FrameData_ReturnToMark();
10681 float locboxvertex3f[6*4*3] =
10683 1,0,1, 1,0,0, 1,1,0, 1,1,1,
10684 0,1,1, 0,1,0, 0,0,0, 0,0,1,
10685 1,1,1, 1,1,0, 0,1,0, 0,1,1,
10686 0,0,1, 0,0,0, 1,0,0, 1,0,1,
10687 0,0,1, 1,0,1, 1,1,1, 0,1,1,
10688 1,0,0, 0,0,0, 0,1,0, 1,1,0
10691 unsigned short locboxelements[6*2*3] =
10696 12,13,14, 12,14,15,
10697 16,17,18, 16,18,19,
10701 static void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
10704 cl_locnode_t *loc = (cl_locnode_t *)ent;
10706 float vertex3f[6*4*3];
10708 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
10709 GL_DepthMask(false);
10710 GL_DepthRange(0, 1);
10711 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
10712 GL_DepthTest(true);
10713 GL_CullFace(GL_NONE);
10714 R_EntityMatrix(&identitymatrix);
10716 // R_Mesh_ResetTextureState();
10718 i = surfacelist[0];
10719 GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
10720 ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
10721 ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
10722 surfacelist[0] < 0 ? 0.5f : 0.125f);
10724 if (VectorCompare(loc->mins, loc->maxs))
10726 VectorSet(size, 2, 2, 2);
10727 VectorMA(loc->mins, -0.5f, size, mins);
10731 VectorCopy(loc->mins, mins);
10732 VectorSubtract(loc->maxs, loc->mins, size);
10735 for (i = 0;i < 6*4*3;)
10736 for (j = 0;j < 3;j++, i++)
10737 vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
10739 R_Mesh_PrepareVertices_Generic_Arrays(6*4, vertex3f, NULL, NULL);
10740 R_SetupShader_Generic_NoTexture(false, false);
10741 R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, NULL, 0, locboxelements, NULL, 0);
10744 void R_DrawLocs(void)
10747 cl_locnode_t *loc, *nearestloc;
10749 nearestloc = CL_Locs_FindNearest(cl.movement_origin);
10750 for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
10752 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
10753 R_MeshQueue_AddTransparent(TRANSPARENTSORT_DISTANCE, center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
10757 void R_DecalSystem_Reset(decalsystem_t *decalsystem)
10759 if (decalsystem->decals)
10760 Mem_Free(decalsystem->decals);
10761 memset(decalsystem, 0, sizeof(*decalsystem));
10764 static void R_DecalSystem_SpawnTriangle(decalsystem_t *decalsystem, const float *v0, const float *v1, const float *v2, const float *t0, const float *t1, const float *t2, const float *c0, const float *c1, const float *c2, int triangleindex, int surfaceindex, int decalsequence)
10767 tridecal_t *decals;
10770 // expand or initialize the system
10771 if (decalsystem->maxdecals <= decalsystem->numdecals)
10773 decalsystem_t old = *decalsystem;
10774 qboolean useshortelements;
10775 decalsystem->maxdecals = max(16, decalsystem->maxdecals * 2);
10776 useshortelements = decalsystem->maxdecals * 3 <= 65536;
10777 decalsystem->decals = (tridecal_t *)Mem_Alloc(cls.levelmempool, decalsystem->maxdecals * (sizeof(tridecal_t) + sizeof(float[3][3]) + sizeof(float[3][2]) + sizeof(float[3][4]) + sizeof(int[3]) + (useshortelements ? sizeof(unsigned short[3]) : 0)));
10778 decalsystem->color4f = (float *)(decalsystem->decals + decalsystem->maxdecals);
10779 decalsystem->texcoord2f = (float *)(decalsystem->color4f + decalsystem->maxdecals*12);
10780 decalsystem->vertex3f = (float *)(decalsystem->texcoord2f + decalsystem->maxdecals*6);
10781 decalsystem->element3i = (int *)(decalsystem->vertex3f + decalsystem->maxdecals*9);
10782 decalsystem->element3s = (useshortelements ? ((unsigned short *)(decalsystem->element3i + decalsystem->maxdecals*3)) : NULL);
10783 if (decalsystem->numdecals)
10784 memcpy(decalsystem->decals, old.decals, decalsystem->numdecals * sizeof(tridecal_t));
10786 Mem_Free(old.decals);
10787 for (i = 0;i < decalsystem->maxdecals*3;i++)
10788 decalsystem->element3i[i] = i;
10789 if (useshortelements)
10790 for (i = 0;i < decalsystem->maxdecals*3;i++)
10791 decalsystem->element3s[i] = i;
10794 // grab a decal and search for another free slot for the next one
10795 decals = decalsystem->decals;
10796 decal = decalsystem->decals + (i = decalsystem->freedecal++);
10797 for (i = decalsystem->freedecal;i < decalsystem->numdecals && decals[i].color4f[0][3];i++)
10799 decalsystem->freedecal = i;
10800 if (decalsystem->numdecals <= i)
10801 decalsystem->numdecals = i + 1;
10803 // initialize the decal
10805 decal->triangleindex = triangleindex;
10806 decal->surfaceindex = surfaceindex;
10807 decal->decalsequence = decalsequence;
10808 decal->color4f[0][0] = c0[0];
10809 decal->color4f[0][1] = c0[1];
10810 decal->color4f[0][2] = c0[2];
10811 decal->color4f[0][3] = 1;
10812 decal->color4f[1][0] = c1[0];
10813 decal->color4f[1][1] = c1[1];
10814 decal->color4f[1][2] = c1[2];
10815 decal->color4f[1][3] = 1;
10816 decal->color4f[2][0] = c2[0];
10817 decal->color4f[2][1] = c2[1];
10818 decal->color4f[2][2] = c2[2];
10819 decal->color4f[2][3] = 1;
10820 decal->vertex3f[0][0] = v0[0];
10821 decal->vertex3f[0][1] = v0[1];
10822 decal->vertex3f[0][2] = v0[2];
10823 decal->vertex3f[1][0] = v1[0];
10824 decal->vertex3f[1][1] = v1[1];
10825 decal->vertex3f[1][2] = v1[2];
10826 decal->vertex3f[2][0] = v2[0];
10827 decal->vertex3f[2][1] = v2[1];
10828 decal->vertex3f[2][2] = v2[2];
10829 decal->texcoord2f[0][0] = t0[0];
10830 decal->texcoord2f[0][1] = t0[1];
10831 decal->texcoord2f[1][0] = t1[0];
10832 decal->texcoord2f[1][1] = t1[1];
10833 decal->texcoord2f[2][0] = t2[0];
10834 decal->texcoord2f[2][1] = t2[1];
10835 TriangleNormal(v0, v1, v2, decal->plane);
10836 VectorNormalize(decal->plane);
10837 decal->plane[3] = DotProduct(v0, decal->plane);
10840 extern cvar_t cl_decals_bias;
10841 extern cvar_t cl_decals_models;
10842 extern cvar_t cl_decals_newsystem_intensitymultiplier;
10843 // baseparms, parms, temps
10844 static void R_DecalSystem_SplatTriangle(decalsystem_t *decalsystem, float r, float g, float b, float a, float s1, float t1, float s2, float t2, int decalsequence, qboolean dynamic, float (*planes)[4], matrix4x4_t *projection, int triangleindex, int surfaceindex)
10849 const float *vertex3f;
10850 const float *normal3f;
10852 float points[2][9][3];
10859 e = rsurface.modelelement3i + 3*triangleindex;
10861 vertex3f = rsurface.modelvertex3f;
10862 normal3f = rsurface.modelnormal3f;
10866 for (cornerindex = 0;cornerindex < 3;cornerindex++)
10868 index = 3*e[cornerindex];
10869 VectorMA(vertex3f + index, cl_decals_bias.value, normal3f + index, v[cornerindex]);
10874 for (cornerindex = 0;cornerindex < 3;cornerindex++)
10876 index = 3*e[cornerindex];
10877 VectorCopy(vertex3f + index, v[cornerindex]);
10882 //TriangleNormal(v[0], v[1], v[2], normal);
10883 //if (DotProduct(normal, localnormal) < 0.0f)
10885 // clip by each of the box planes formed from the projection matrix
10886 // if anything survives, we emit the decal
10887 numpoints = PolygonF_Clip(3 , v[0] , planes[0][0], planes[0][1], planes[0][2], planes[0][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), points[1][0]);
10890 numpoints = PolygonF_Clip(numpoints, points[1][0], planes[1][0], planes[1][1], planes[1][2], planes[1][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), points[0][0]);
10893 numpoints = PolygonF_Clip(numpoints, points[0][0], planes[2][0], planes[2][1], planes[2][2], planes[2][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), points[1][0]);
10896 numpoints = PolygonF_Clip(numpoints, points[1][0], planes[3][0], planes[3][1], planes[3][2], planes[3][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), points[0][0]);
10899 numpoints = PolygonF_Clip(numpoints, points[0][0], planes[4][0], planes[4][1], planes[4][2], planes[4][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), points[1][0]);
10902 numpoints = PolygonF_Clip(numpoints, points[1][0], planes[5][0], planes[5][1], planes[5][2], planes[5][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), v[0]);
10905 // some part of the triangle survived, so we have to accept it...
10908 // dynamic always uses the original triangle
10910 for (cornerindex = 0;cornerindex < 3;cornerindex++)
10912 index = 3*e[cornerindex];
10913 VectorCopy(vertex3f + index, v[cornerindex]);
10916 for (cornerindex = 0;cornerindex < numpoints;cornerindex++)
10918 // convert vertex positions to texcoords
10919 Matrix4x4_Transform(projection, v[cornerindex], temp);
10920 tc[cornerindex][0] = (temp[1]+1.0f)*0.5f * (s2-s1) + s1;
10921 tc[cornerindex][1] = (temp[2]+1.0f)*0.5f * (t2-t1) + t1;
10922 // calculate distance fade from the projection origin
10923 f = a * (1.0f-fabs(temp[0])) * cl_decals_newsystem_intensitymultiplier.value;
10924 f = bound(0.0f, f, 1.0f);
10925 c[cornerindex][0] = r * f;
10926 c[cornerindex][1] = g * f;
10927 c[cornerindex][2] = b * f;
10928 c[cornerindex][3] = 1.0f;
10929 //VectorMA(v[cornerindex], cl_decals_bias.value, localnormal, v[cornerindex]);
10932 R_DecalSystem_SpawnTriangle(decalsystem, v[0], v[1], v[2], tc[0], tc[1], tc[2], c[0], c[1], c[2], triangleindex, surfaceindex, decalsequence);
10934 for (cornerindex = 0;cornerindex < numpoints-2;cornerindex++)
10935 R_DecalSystem_SpawnTriangle(decalsystem, v[0], v[cornerindex+1], v[cornerindex+2], tc[0], tc[cornerindex+1], tc[cornerindex+2], c[0], c[cornerindex+1], c[cornerindex+2], -1, surfaceindex, decalsequence);
10937 static void R_DecalSystem_SplatEntity(entity_render_t *ent, const vec3_t worldorigin, const vec3_t worldnormal, float r, float g, float b, float a, float s1, float t1, float s2, float t2, float worldsize, int decalsequence)
10939 matrix4x4_t projection;
10940 decalsystem_t *decalsystem;
10943 const msurface_t *surface;
10944 const msurface_t *surfaces;
10945 const int *surfacelist;
10946 const texture_t *texture;
10948 int numsurfacelist;
10949 int surfacelistindex;
10952 float localorigin[3];
10953 float localnormal[3];
10954 float localmins[3];
10955 float localmaxs[3];
10958 float planes[6][4];
10961 int bih_triangles_count;
10962 int bih_triangles[256];
10963 int bih_surfaces[256];
10965 decalsystem = &ent->decalsystem;
10966 model = ent->model;
10967 if (!model || !ent->allowdecals || ent->alpha < 1 || (ent->flags & (RENDER_ADDITIVE | RENDER_NODEPTHTEST)))
10969 R_DecalSystem_Reset(&ent->decalsystem);
10973 if (!model->brush.data_leafs && !cl_decals_models.integer)
10975 if (decalsystem->model)
10976 R_DecalSystem_Reset(decalsystem);
10980 if (decalsystem->model != model)
10981 R_DecalSystem_Reset(decalsystem);
10982 decalsystem->model = model;
10984 RSurf_ActiveModelEntity(ent, true, false, false);
10986 Matrix4x4_Transform(&rsurface.inversematrix, worldorigin, localorigin);
10987 Matrix4x4_Transform3x3(&rsurface.inversematrix, worldnormal, localnormal);
10988 VectorNormalize(localnormal);
10989 localsize = worldsize*rsurface.inversematrixscale;
10990 localmins[0] = localorigin[0] - localsize;
10991 localmins[1] = localorigin[1] - localsize;
10992 localmins[2] = localorigin[2] - localsize;
10993 localmaxs[0] = localorigin[0] + localsize;
10994 localmaxs[1] = localorigin[1] + localsize;
10995 localmaxs[2] = localorigin[2] + localsize;
10997 //VectorCopy(localnormal, planes[4]);
10998 //VectorVectors(planes[4], planes[2], planes[0]);
10999 AnglesFromVectors(angles, localnormal, NULL, false);
11000 AngleVectors(angles, planes[0], planes[2], planes[4]);
11001 VectorNegate(planes[0], planes[1]);
11002 VectorNegate(planes[2], planes[3]);
11003 VectorNegate(planes[4], planes[5]);
11004 planes[0][3] = DotProduct(planes[0], localorigin) - localsize;
11005 planes[1][3] = DotProduct(planes[1], localorigin) - localsize;
11006 planes[2][3] = DotProduct(planes[2], localorigin) - localsize;
11007 planes[3][3] = DotProduct(planes[3], localorigin) - localsize;
11008 planes[4][3] = DotProduct(planes[4], localorigin) - localsize;
11009 planes[5][3] = DotProduct(planes[5], localorigin) - localsize;
11014 matrix4x4_t forwardprojection;
11015 Matrix4x4_CreateFromQuakeEntity(&forwardprojection, localorigin[0], localorigin[1], localorigin[2], angles[0], angles[1], angles[2], localsize);
11016 Matrix4x4_Invert_Simple(&projection, &forwardprojection);
11021 float projectionvector[4][3];
11022 VectorScale(planes[0], ilocalsize, projectionvector[0]);
11023 VectorScale(planes[2], ilocalsize, projectionvector[1]);
11024 VectorScale(planes[4], ilocalsize, projectionvector[2]);
11025 projectionvector[0][0] = planes[0][0] * ilocalsize;
11026 projectionvector[0][1] = planes[1][0] * ilocalsize;
11027 projectionvector[0][2] = planes[2][0] * ilocalsize;
11028 projectionvector[1][0] = planes[0][1] * ilocalsize;
11029 projectionvector[1][1] = planes[1][1] * ilocalsize;
11030 projectionvector[1][2] = planes[2][1] * ilocalsize;
11031 projectionvector[2][0] = planes[0][2] * ilocalsize;
11032 projectionvector[2][1] = planes[1][2] * ilocalsize;
11033 projectionvector[2][2] = planes[2][2] * ilocalsize;
11034 projectionvector[3][0] = -(localorigin[0]*projectionvector[0][0]+localorigin[1]*projectionvector[1][0]+localorigin[2]*projectionvector[2][0]);
11035 projectionvector[3][1] = -(localorigin[0]*projectionvector[0][1]+localorigin[1]*projectionvector[1][1]+localorigin[2]*projectionvector[2][1]);
11036 projectionvector[3][2] = -(localorigin[0]*projectionvector[0][2]+localorigin[1]*projectionvector[1][2]+localorigin[2]*projectionvector[2][2]);
11037 Matrix4x4_FromVectors(&projection, projectionvector[0], projectionvector[1], projectionvector[2], projectionvector[3]);
11041 dynamic = model->surfmesh.isanimated;
11042 numsurfacelist = model->nummodelsurfaces;
11043 surfacelist = model->sortedmodelsurfaces;
11044 surfaces = model->data_surfaces;
11047 bih_triangles_count = -1;
11050 if(model->render_bih.numleafs)
11051 bih = &model->render_bih;
11052 else if(model->collision_bih.numleafs)
11053 bih = &model->collision_bih;
11056 bih_triangles_count = BIH_GetTriangleListForBox(bih, sizeof(bih_triangles) / sizeof(*bih_triangles), bih_triangles, bih_surfaces, localmins, localmaxs);
11057 if(bih_triangles_count == 0)
11059 if(bih_triangles_count > (int) (sizeof(bih_triangles) / sizeof(*bih_triangles))) // hit too many, likely bad anyway
11061 if(bih_triangles_count > 0)
11063 for (triangleindex = 0; triangleindex < bih_triangles_count; ++triangleindex)
11065 surfaceindex = bih_surfaces[triangleindex];
11066 surface = surfaces + surfaceindex;
11067 texture = surface->texture;
11068 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
11070 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
11072 R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, bih_triangles[triangleindex], surfaceindex);
11077 for (surfacelistindex = 0;surfacelistindex < numsurfacelist;surfacelistindex++)
11079 surfaceindex = surfacelist[surfacelistindex];
11080 surface = surfaces + surfaceindex;
11081 // check cull box first because it rejects more than any other check
11082 if (!dynamic && !BoxesOverlap(surface->mins, surface->maxs, localmins, localmaxs))
11084 // skip transparent surfaces
11085 texture = surface->texture;
11086 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
11088 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
11090 numtriangles = surface->num_triangles;
11091 for (triangleindex = 0; triangleindex < numtriangles; triangleindex++)
11092 R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, triangleindex + surface->num_firsttriangle, surfaceindex);
11097 // do not call this outside of rendering code - use R_DecalSystem_SplatEntities instead
11098 static void R_DecalSystem_ApplySplatEntities(const vec3_t worldorigin, const vec3_t worldnormal, float r, float g, float b, float a, float s1, float t1, float s2, float t2, float worldsize, int decalsequence)
11100 int renderentityindex;
11101 float worldmins[3];
11102 float worldmaxs[3];
11103 entity_render_t *ent;
11105 if (!cl_decals_newsystem.integer)
11108 worldmins[0] = worldorigin[0] - worldsize;
11109 worldmins[1] = worldorigin[1] - worldsize;
11110 worldmins[2] = worldorigin[2] - worldsize;
11111 worldmaxs[0] = worldorigin[0] + worldsize;
11112 worldmaxs[1] = worldorigin[1] + worldsize;
11113 worldmaxs[2] = worldorigin[2] + worldsize;
11115 R_DecalSystem_SplatEntity(r_refdef.scene.worldentity, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
11117 for (renderentityindex = 0;renderentityindex < r_refdef.scene.numentities;renderentityindex++)
11119 ent = r_refdef.scene.entities[renderentityindex];
11120 if (!BoxesOverlap(ent->mins, ent->maxs, worldmins, worldmaxs))
11123 R_DecalSystem_SplatEntity(ent, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
11127 typedef struct r_decalsystem_splatqueue_s
11129 vec3_t worldorigin;
11130 vec3_t worldnormal;
11136 r_decalsystem_splatqueue_t;
11138 int r_decalsystem_numqueued = 0;
11139 r_decalsystem_splatqueue_t r_decalsystem_queue[MAX_DECALSYSTEM_QUEUE];
11141 void R_DecalSystem_SplatEntities(const vec3_t worldorigin, const vec3_t worldnormal, float r, float g, float b, float a, float s1, float t1, float s2, float t2, float worldsize)
11143 r_decalsystem_splatqueue_t *queue;
11145 if (!cl_decals_newsystem.integer || r_decalsystem_numqueued == MAX_DECALSYSTEM_QUEUE)
11148 queue = &r_decalsystem_queue[r_decalsystem_numqueued++];
11149 VectorCopy(worldorigin, queue->worldorigin);
11150 VectorCopy(worldnormal, queue->worldnormal);
11151 Vector4Set(queue->color, r, g, b, a);
11152 Vector4Set(queue->tcrange, s1, t1, s2, t2);
11153 queue->worldsize = worldsize;
11154 queue->decalsequence = cl.decalsequence++;
11157 static void R_DecalSystem_ApplySplatEntitiesQueue(void)
11160 r_decalsystem_splatqueue_t *queue;
11162 for (i = 0, queue = r_decalsystem_queue;i < r_decalsystem_numqueued;i++, queue++)
11163 R_DecalSystem_ApplySplatEntities(queue->worldorigin, queue->worldnormal, queue->color[0], queue->color[1], queue->color[2], queue->color[3], queue->tcrange[0], queue->tcrange[1], queue->tcrange[2], queue->tcrange[3], queue->worldsize, queue->decalsequence);
11164 r_decalsystem_numqueued = 0;
11167 extern cvar_t cl_decals_max;
11168 static void R_DrawModelDecals_FadeEntity(entity_render_t *ent)
11171 decalsystem_t *decalsystem = &ent->decalsystem;
11178 if (!decalsystem->numdecals)
11181 if (r_showsurfaces.integer)
11184 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
11186 R_DecalSystem_Reset(decalsystem);
11190 killsequence = cl.decalsequence - max(1, cl_decals_max.integer);
11191 lifetime = cl_decals_time.value + cl_decals_fadetime.value;
11193 if (decalsystem->lastupdatetime)
11194 frametime = (r_refdef.scene.time - decalsystem->lastupdatetime);
11197 decalsystem->lastupdatetime = r_refdef.scene.time;
11198 numdecals = decalsystem->numdecals;
11200 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
11202 if (decal->color4f[0][3])
11204 decal->lived += frametime;
11205 if (killsequence - decal->decalsequence > 0 || decal->lived >= lifetime)
11207 memset(decal, 0, sizeof(*decal));
11208 if (decalsystem->freedecal > i)
11209 decalsystem->freedecal = i;
11213 decal = decalsystem->decals;
11214 while (numdecals > 0 && !decal[numdecals-1].color4f[0][3])
11217 // collapse the array by shuffling the tail decals into the gaps
11220 while (decalsystem->freedecal < numdecals && decal[decalsystem->freedecal].color4f[0][3])
11221 decalsystem->freedecal++;
11222 if (decalsystem->freedecal == numdecals)
11224 decal[decalsystem->freedecal] = decal[--numdecals];
11227 decalsystem->numdecals = numdecals;
11229 if (numdecals <= 0)
11231 // if there are no decals left, reset decalsystem
11232 R_DecalSystem_Reset(decalsystem);
11236 extern skinframe_t *decalskinframe;
11237 static void R_DrawModelDecals_Entity(entity_render_t *ent)
11240 decalsystem_t *decalsystem = &ent->decalsystem;
11249 const unsigned char *surfacevisible = ent == r_refdef.scene.worldentity ? r_refdef.viewcache.world_surfacevisible : NULL;
11252 numdecals = decalsystem->numdecals;
11256 if (r_showsurfaces.integer)
11259 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
11261 R_DecalSystem_Reset(decalsystem);
11265 // if the model is static it doesn't matter what value we give for
11266 // wantnormals and wanttangents, so this logic uses only rules applicable
11267 // to a model, knowing that they are meaningless otherwise
11268 if (ent == r_refdef.scene.worldentity)
11269 RSurf_ActiveWorldEntity();
11271 RSurf_ActiveModelEntity(ent, false, false, false);
11273 decalsystem->lastupdatetime = r_refdef.scene.time;
11275 faderate = 1.0f / max(0.001f, cl_decals_fadetime.value);
11277 // update vertex positions for animated models
11278 v3f = decalsystem->vertex3f;
11279 c4f = decalsystem->color4f;
11280 t2f = decalsystem->texcoord2f;
11281 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
11283 if (!decal->color4f[0][3])
11286 if (surfacevisible && !surfacevisible[decal->surfaceindex])
11290 if (decal->triangleindex < 0 && DotProduct(r_refdef.view.origin, decal->plane) < decal->plane[3])
11293 // update color values for fading decals
11294 if (decal->lived >= cl_decals_time.value)
11295 alpha = 1 - faderate * (decal->lived - cl_decals_time.value);
11299 c4f[ 0] = decal->color4f[0][0] * alpha;
11300 c4f[ 1] = decal->color4f[0][1] * alpha;
11301 c4f[ 2] = decal->color4f[0][2] * alpha;
11303 c4f[ 4] = decal->color4f[1][0] * alpha;
11304 c4f[ 5] = decal->color4f[1][1] * alpha;
11305 c4f[ 6] = decal->color4f[1][2] * alpha;
11307 c4f[ 8] = decal->color4f[2][0] * alpha;
11308 c4f[ 9] = decal->color4f[2][1] * alpha;
11309 c4f[10] = decal->color4f[2][2] * alpha;
11312 t2f[0] = decal->texcoord2f[0][0];
11313 t2f[1] = decal->texcoord2f[0][1];
11314 t2f[2] = decal->texcoord2f[1][0];
11315 t2f[3] = decal->texcoord2f[1][1];
11316 t2f[4] = decal->texcoord2f[2][0];
11317 t2f[5] = decal->texcoord2f[2][1];
11319 // update vertex positions for animated models
11320 if (decal->triangleindex >= 0 && decal->triangleindex < rsurface.modelnumtriangles)
11322 e = rsurface.modelelement3i + 3*decal->triangleindex;
11323 VectorCopy(rsurface.modelvertex3f + 3*e[0], v3f);
11324 VectorCopy(rsurface.modelvertex3f + 3*e[1], v3f + 3);
11325 VectorCopy(rsurface.modelvertex3f + 3*e[2], v3f + 6);
11329 VectorCopy(decal->vertex3f[0], v3f);
11330 VectorCopy(decal->vertex3f[1], v3f + 3);
11331 VectorCopy(decal->vertex3f[2], v3f + 6);
11334 if (r_refdef.fogenabled)
11336 alpha = RSurf_FogVertex(v3f);
11337 VectorScale(c4f, alpha, c4f);
11338 alpha = RSurf_FogVertex(v3f + 3);
11339 VectorScale(c4f + 4, alpha, c4f + 4);
11340 alpha = RSurf_FogVertex(v3f + 6);
11341 VectorScale(c4f + 8, alpha, c4f + 8);
11352 r_refdef.stats.drawndecals += numtris;
11354 // now render the decals all at once
11355 // (this assumes they all use one particle font texture!)
11356 RSurf_ActiveCustomEntity(&rsurface.matrix, &rsurface.inversematrix, rsurface.ent_flags, ent->shadertime, 1, 1, 1, 1, numdecals*3, decalsystem->vertex3f, decalsystem->texcoord2f, NULL, NULL, NULL, decalsystem->color4f, numtris, decalsystem->element3i, decalsystem->element3s, false, false);
11357 // R_Mesh_ResetTextureState();
11358 R_Mesh_PrepareVertices_Generic_Arrays(numtris * 3, decalsystem->vertex3f, decalsystem->color4f, decalsystem->texcoord2f);
11359 GL_DepthMask(false);
11360 GL_DepthRange(0, 1);
11361 GL_PolygonOffset(rsurface.basepolygonfactor + r_polygonoffset_decals_factor.value, rsurface.basepolygonoffset + r_polygonoffset_decals_offset.value);
11362 GL_DepthTest(true);
11363 GL_CullFace(GL_NONE);
11364 GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
11365 R_SetupShader_Generic(decalskinframe->base, NULL, GL_MODULATE, 1, false, false, false);
11366 R_Mesh_Draw(0, numtris * 3, 0, numtris, decalsystem->element3i, NULL, 0, decalsystem->element3s, NULL, 0);
11370 static void R_DrawModelDecals(void)
11374 // fade faster when there are too many decals
11375 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
11376 for (i = 0;i < r_refdef.scene.numentities;i++)
11377 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
11379 R_DrawModelDecals_FadeEntity(r_refdef.scene.worldentity);
11380 for (i = 0;i < r_refdef.scene.numentities;i++)
11381 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
11382 R_DrawModelDecals_FadeEntity(r_refdef.scene.entities[i]);
11384 R_DecalSystem_ApplySplatEntitiesQueue();
11386 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
11387 for (i = 0;i < r_refdef.scene.numentities;i++)
11388 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
11390 r_refdef.stats.totaldecals += numdecals;
11392 if (r_showsurfaces.integer)
11395 R_DrawModelDecals_Entity(r_refdef.scene.worldentity);
11397 for (i = 0;i < r_refdef.scene.numentities;i++)
11399 if (!r_refdef.viewcache.entityvisible[i])
11401 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
11402 R_DrawModelDecals_Entity(r_refdef.scene.entities[i]);
11406 extern cvar_t mod_collision_bih;
11407 static void R_DrawDebugModel(void)
11409 entity_render_t *ent = rsurface.entity;
11410 int i, j, k, l, flagsmask;
11411 const msurface_t *surface;
11412 dp_model_t *model = ent->model;
11415 if (!sv.active && !cls.demoplayback && ent != r_refdef.scene.worldentity)
11418 if (r_showoverdraw.value > 0)
11420 float c = r_refdef.view.colorscale * r_showoverdraw.value * 0.125f;
11421 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
11422 R_SetupShader_Generic_NoTexture(false, false);
11423 GL_DepthTest(false);
11424 GL_DepthMask(false);
11425 GL_DepthRange(0, 1);
11426 GL_BlendFunc(GL_ONE, GL_ONE);
11427 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
11429 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
11431 rsurface.texture = R_GetCurrentTexture(surface->texture);
11432 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
11434 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, 1, &surface);
11435 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
11436 if (!rsurface.texture->currentlayers->depthmask)
11437 GL_Color(c, 0, 0, 1.0f);
11438 else if (ent == r_refdef.scene.worldentity)
11439 GL_Color(c, c, c, 1.0f);
11441 GL_Color(0, c, 0, 1.0f);
11442 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
11446 rsurface.texture = NULL;
11449 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
11451 // R_Mesh_ResetTextureState();
11452 R_SetupShader_Generic_NoTexture(false, false);
11453 GL_DepthRange(0, 1);
11454 GL_DepthTest(!r_showdisabledepthtest.integer);
11455 GL_DepthMask(false);
11456 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11458 if (r_showcollisionbrushes.value > 0 && model->collision_bih.numleafs)
11462 qboolean cullbox = false;
11463 const q3mbrush_t *brush;
11464 const bih_t *bih = &model->collision_bih;
11465 const bih_leaf_t *bihleaf;
11466 float vertex3f[3][3];
11467 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
11468 for (bihleafindex = 0, bihleaf = bih->leafs;bihleafindex < bih->numleafs;bihleafindex++, bihleaf++)
11470 if (cullbox && R_CullBox(bihleaf->mins, bihleaf->maxs))
11472 switch (bihleaf->type)
11475 brush = model->brush.data_brushes + bihleaf->itemindex;
11476 if (brush->colbrushf && brush->colbrushf->numtriangles)
11478 GL_Color((bihleafindex & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 5) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 10) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, r_showcollisionbrushes.value);
11479 R_Mesh_PrepareVertices_Generic_Arrays(brush->colbrushf->numpoints, brush->colbrushf->points->v, NULL, NULL);
11480 R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, NULL, NULL, 0);
11483 case BIH_COLLISIONTRIANGLE:
11484 triangleindex = bihleaf->itemindex;
11485 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+0], vertex3f[0]);
11486 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+1], vertex3f[1]);
11487 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+2], vertex3f[2]);
11488 GL_Color((bihleafindex & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 5) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 10) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, r_showcollisionbrushes.value);
11489 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
11490 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
11492 case BIH_RENDERTRIANGLE:
11493 triangleindex = bihleaf->itemindex;
11494 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+0], vertex3f[0]);
11495 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+1], vertex3f[1]);
11496 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+2], vertex3f[2]);
11497 GL_Color((bihleafindex & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 5) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 10) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, r_showcollisionbrushes.value);
11498 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
11499 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
11505 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
11508 if (r_showtris.integer && qglPolygonMode)
11510 if (r_showdisabledepthtest.integer)
11512 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11513 GL_DepthMask(false);
11517 GL_BlendFunc(GL_ONE, GL_ZERO);
11518 GL_DepthMask(true);
11520 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);CHECKGLERROR
11521 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
11523 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
11525 rsurface.texture = R_GetCurrentTexture(surface->texture);
11526 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
11528 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_NOGAPS, 1, &surface);
11529 if (!rsurface.texture->currentlayers->depthmask)
11530 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
11531 else if (ent == r_refdef.scene.worldentity)
11532 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
11534 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
11535 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
11539 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);CHECKGLERROR
11540 rsurface.texture = NULL;
11543 if (r_shownormals.value != 0 && qglBegin)
11545 if (r_showdisabledepthtest.integer)
11547 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11548 GL_DepthMask(false);
11552 GL_BlendFunc(GL_ONE, GL_ZERO);
11553 GL_DepthMask(true);
11555 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
11557 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
11559 rsurface.texture = R_GetCurrentTexture(surface->texture);
11560 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
11562 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_NOGAPS, 1, &surface);
11563 qglBegin(GL_LINES);
11564 if (r_shownormals.value < 0 && rsurface.batchnormal3f)
11566 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
11568 VectorCopy(rsurface.batchvertex3f + l * 3, v);
11569 GL_Color(0, 0, r_refdef.view.colorscale, 1);
11570 qglVertex3f(v[0], v[1], v[2]);
11571 VectorMA(v, -r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
11572 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
11573 qglVertex3f(v[0], v[1], v[2]);
11576 if (r_shownormals.value > 0 && rsurface.batchsvector3f)
11578 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
11580 VectorCopy(rsurface.batchvertex3f + l * 3, v);
11581 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
11582 qglVertex3f(v[0], v[1], v[2]);
11583 VectorMA(v, r_shownormals.value, rsurface.batchsvector3f + l * 3, v);
11584 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
11585 qglVertex3f(v[0], v[1], v[2]);
11588 if (r_shownormals.value > 0 && rsurface.batchtvector3f)
11590 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
11592 VectorCopy(rsurface.batchvertex3f + l * 3, v);
11593 GL_Color(0, r_refdef.view.colorscale, 0, 1);
11594 qglVertex3f(v[0], v[1], v[2]);
11595 VectorMA(v, r_shownormals.value, rsurface.batchtvector3f + l * 3, v);
11596 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
11597 qglVertex3f(v[0], v[1], v[2]);
11600 if (r_shownormals.value > 0 && rsurface.batchnormal3f)
11602 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
11604 VectorCopy(rsurface.batchvertex3f + l * 3, v);
11605 GL_Color(0, 0, r_refdef.view.colorscale, 1);
11606 qglVertex3f(v[0], v[1], v[2]);
11607 VectorMA(v, r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
11608 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
11609 qglVertex3f(v[0], v[1], v[2]);
11616 rsurface.texture = NULL;
11621 int r_maxsurfacelist = 0;
11622 const msurface_t **r_surfacelist = NULL;
11623 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
11625 int i, j, endj, flagsmask;
11626 dp_model_t *model = r_refdef.scene.worldmodel;
11627 msurface_t *surfaces;
11628 unsigned char *update;
11629 int numsurfacelist = 0;
11633 if (r_maxsurfacelist < model->num_surfaces)
11635 r_maxsurfacelist = model->num_surfaces;
11637 Mem_Free((msurface_t**)r_surfacelist);
11638 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
11641 RSurf_ActiveWorldEntity();
11643 surfaces = model->data_surfaces;
11644 update = model->brushq1.lightmapupdateflags;
11646 // update light styles on this submodel
11647 if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
11649 model_brush_lightstyleinfo_t *style;
11650 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
11652 if (style->value != r_refdef.scene.lightstylevalue[style->style])
11654 int *list = style->surfacelist;
11655 style->value = r_refdef.scene.lightstylevalue[style->style];
11656 for (j = 0;j < style->numsurfaces;j++)
11657 update[list[j]] = true;
11662 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
11666 R_DrawDebugModel();
11667 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11671 rsurface.lightmaptexture = NULL;
11672 rsurface.deluxemaptexture = NULL;
11673 rsurface.uselightmaptexture = false;
11674 rsurface.texture = NULL;
11675 rsurface.rtlight = NULL;
11676 numsurfacelist = 0;
11677 // add visible surfaces to draw list
11678 for (i = 0;i < model->nummodelsurfaces;i++)
11680 j = model->sortedmodelsurfaces[i];
11681 if (r_refdef.viewcache.world_surfacevisible[j])
11682 r_surfacelist[numsurfacelist++] = surfaces + j;
11684 // update lightmaps if needed
11685 if (model->brushq1.firstrender)
11687 model->brushq1.firstrender = false;
11688 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
11690 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
11694 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
11695 if (r_refdef.viewcache.world_surfacevisible[j])
11697 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
11699 // don't do anything if there were no surfaces
11700 if (!numsurfacelist)
11702 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11705 R_QueueWorldSurfaceList(numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
11707 // add to stats if desired
11708 if (r_speeds.integer && !skysurfaces && !depthonly)
11710 r_refdef.stats.world_surfaces += numsurfacelist;
11711 for (j = 0;j < numsurfacelist;j++)
11712 r_refdef.stats.world_triangles += r_surfacelist[j]->num_triangles;
11715 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11718 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
11720 int i, j, endj, flagsmask;
11721 dp_model_t *model = ent->model;
11722 msurface_t *surfaces;
11723 unsigned char *update;
11724 int numsurfacelist = 0;
11728 if (r_maxsurfacelist < model->num_surfaces)
11730 r_maxsurfacelist = model->num_surfaces;
11732 Mem_Free((msurface_t **)r_surfacelist);
11733 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
11736 // if the model is static it doesn't matter what value we give for
11737 // wantnormals and wanttangents, so this logic uses only rules applicable
11738 // to a model, knowing that they are meaningless otherwise
11739 if (ent == r_refdef.scene.worldentity)
11740 RSurf_ActiveWorldEntity();
11741 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
11742 RSurf_ActiveModelEntity(ent, false, false, false);
11744 RSurf_ActiveModelEntity(ent, true, true, true);
11745 else if (depthonly)
11747 switch (vid.renderpath)
11749 case RENDERPATH_GL20:
11750 case RENDERPATH_D3D9:
11751 case RENDERPATH_D3D10:
11752 case RENDERPATH_D3D11:
11753 case RENDERPATH_SOFT:
11754 case RENDERPATH_GLES2:
11755 RSurf_ActiveModelEntity(ent, model->wantnormals, model->wanttangents, false);
11757 case RENDERPATH_GL11:
11758 case RENDERPATH_GL13:
11759 case RENDERPATH_GLES1:
11760 RSurf_ActiveModelEntity(ent, model->wantnormals, false, false);
11766 switch (vid.renderpath)
11768 case RENDERPATH_GL20:
11769 case RENDERPATH_D3D9:
11770 case RENDERPATH_D3D10:
11771 case RENDERPATH_D3D11:
11772 case RENDERPATH_SOFT:
11773 case RENDERPATH_GLES2:
11774 RSurf_ActiveModelEntity(ent, true, true, false);
11776 case RENDERPATH_GL11:
11777 case RENDERPATH_GL13:
11778 case RENDERPATH_GLES1:
11779 RSurf_ActiveModelEntity(ent, true, false, false);
11784 surfaces = model->data_surfaces;
11785 update = model->brushq1.lightmapupdateflags;
11787 // update light styles
11788 if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
11790 model_brush_lightstyleinfo_t *style;
11791 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
11793 if (style->value != r_refdef.scene.lightstylevalue[style->style])
11795 int *list = style->surfacelist;
11796 style->value = r_refdef.scene.lightstylevalue[style->style];
11797 for (j = 0;j < style->numsurfaces;j++)
11798 update[list[j]] = true;
11803 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
11807 R_DrawDebugModel();
11808 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11812 rsurface.lightmaptexture = NULL;
11813 rsurface.deluxemaptexture = NULL;
11814 rsurface.uselightmaptexture = false;
11815 rsurface.texture = NULL;
11816 rsurface.rtlight = NULL;
11817 numsurfacelist = 0;
11818 // add visible surfaces to draw list
11819 for (i = 0;i < model->nummodelsurfaces;i++)
11820 r_surfacelist[numsurfacelist++] = surfaces + model->sortedmodelsurfaces[i];
11821 // don't do anything if there were no surfaces
11822 if (!numsurfacelist)
11824 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11827 // update lightmaps if needed
11831 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
11836 R_BuildLightMap(ent, surfaces + j);
11841 R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
11843 // add to stats if desired
11844 if (r_speeds.integer && !skysurfaces && !depthonly)
11846 r_refdef.stats.entities_surfaces += numsurfacelist;
11847 for (j = 0;j < numsurfacelist;j++)
11848 r_refdef.stats.entities_triangles += r_surfacelist[j]->num_triangles;
11851 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11854 void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass)
11856 static texture_t texture;
11857 static msurface_t surface;
11858 const msurface_t *surfacelist = &surface;
11860 // fake enough texture and surface state to render this geometry
11862 texture.update_lastrenderframe = -1; // regenerate this texture
11863 texture.basematerialflags = materialflags | MATERIALFLAG_CUSTOMSURFACE | MATERIALFLAG_WALL;
11864 texture.currentskinframe = skinframe;
11865 texture.currenttexmatrix = *texmatrix; // requires MATERIALFLAG_CUSTOMSURFACE
11866 texture.offsetmapping = OFFSETMAPPING_OFF;
11867 texture.offsetscale = 1;
11868 texture.specularscalemod = 1;
11869 texture.specularpowermod = 1;
11871 surface.texture = &texture;
11872 surface.num_triangles = numtriangles;
11873 surface.num_firsttriangle = firsttriangle;
11874 surface.num_vertices = numvertices;
11875 surface.num_firstvertex = firstvertex;
11878 rsurface.texture = R_GetCurrentTexture(surface.texture);
11879 rsurface.lightmaptexture = NULL;
11880 rsurface.deluxemaptexture = NULL;
11881 rsurface.uselightmaptexture = false;
11882 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);
11885 void R_DrawCustomSurface_Texture(texture_t *texture, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass)
11887 static msurface_t surface;
11888 const msurface_t *surfacelist = &surface;
11890 // fake enough texture and surface state to render this geometry
11891 surface.texture = texture;
11892 surface.num_triangles = numtriangles;
11893 surface.num_firsttriangle = firsttriangle;
11894 surface.num_vertices = numvertices;
11895 surface.num_firstvertex = firstvertex;
11898 rsurface.texture = R_GetCurrentTexture(surface.texture);
11899 rsurface.lightmaptexture = NULL;
11900 rsurface.deluxemaptexture = NULL;
11901 rsurface.uselightmaptexture = false;
11902 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);